| Literature DB >> 35161727 |
Pietro Battistoni1, Marianna Di Gregorio1, Marco Romano1, Monica Sebillo1, Giuliana Vitiello1, Alessandro Brancaccio2.
Abstract
In this work, we explore the role of augmented reality as a meta-user interface, with particular reference to its applications for interactive fitting room systems and the impact on the related shopping experience. Starting from literature and existing systems, we synthesized a set of nine interaction design patterns to develop AR fitting rooms and to support the shopping experience. The patterns were evaluated through a focus group with possible stakeholders with the aim of evaluating and envisioning the effects on the shopping experience. The focus group analysis shows as a result that the shopping experience related to an AR fitting room based on the proposed patterns is influenced by three main factors, namely: the perception of the utility, the ability to generate interest and curiosity, and the perceived comfort of the interaction and environment in which the system is installed. As a further result, the study shows that the patterns can successfully support these factors, but some elements that emerged from the focus group should be more investigated and taken into consideration by the designers.Entities:
Keywords: augmented reality; meta-user interfaces; usability; user experience
Mesh:
Year: 2022 PMID: 35161727 PMCID: PMC8838181 DOI: 10.3390/s22030982
Source DB: PubMed Journal: Sensors (Basel) ISSN: 1424-8220 Impact factor: 3.576
Figure 1Different magic mirror setups side-by-side.
Desktop Components.
| Component | Name |
|---|---|
| Central Processing Unit (CPU) | Quad-Core @ 3.4 GHz or better |
| Random Access Memory (RAM) | 16 GB dual channel |
| Graphics Processing Unit (GPU) | Nvidia RTX 2070 or better |
| Storage | SSD 2.5″ |
Figure 2Steps for mesh reconstruction.
Structure of the pattern.
| Explanatory Title | |
|---|---|
| Problem | It is the description of the problems related to the use of the system relevant to the usability and therefore to the experience of the stakeholders |
| To be used when | This section describes a situation where the interaction design pattern is appropriate to address the problem |
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| It describes the design solution addressing the problem |
| Strength of evidence | A score from 1 (minimum) to 5 (maximum) indicating the strength of evidence of the patterns |
| Example | A picture showing an example of application of the pattern |
Body measurement pattern.
| Body Measurement | |
|---|---|
| Problem | Making easy the user’s body measurement to start the AR fitting experience. |
| To be used when | When the user explicitly intents to use the magic mirror. |
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Intuitive and comfortable interaction pattern.
| Intuitive and Comfortable Interaction | |
|---|---|
| Problem | Making the interaction intuitive and comfortable. |
| To be used when | After the measuring task is complete. |
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| Strength of evidence |
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Selecting the garment’s characteristics pattern.
| Selecting the Garment’s Characteristics | |
|---|---|
| Problem | To allow users to select garment’s characteristics during the fitting in a comfortable way. |
| To be used when | While fitting a garment with different characteristics in colors or sizes. |
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Selecting the garment’s characteristics automatically.
| Selecting the Garment’s Characteristics Automatically | |
|---|---|
| Problem | To allow users to select garment’s characteristics during the fitting and speeding up the task to avoid long queues. |
| To be used when | While fitting a garment with different characteristics in colors and when users need to speed up the fitting task. |
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| Example |
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Selecting a garment in the virtual catalog of the store.
| Selecting A Garment in The Virtual Catalog of The Store | |
|---|---|
| Problem | To allow users to select through a virtual catalog the garment to fit. |
| To be used when | After the measuring task is complete. |
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Selecting a garment in the virtual catalog of the store using a second device.
| Selecting a Garment in the Virtual Catalog of the Store Using a Second Device (Alternative to the Virtual Catalog) | |
|---|---|
| Problem | The system may allow users to choose the physical garment in the store |
| To be used when | After the measuring task is complete and in alternative to the virtual catalog. |
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Physically selecting a garment in the store.
| Physically Selecting a Garment in the Store (Alternative to the Virtual Catalog) | |
|---|---|
| Problem | To allow users to choose the physical garment in the store |
| To be used when | After the measuring task is complete and an alternative to the virtual catalog |
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Physically selecting a garment in the store using a mobile device.
| Physically Selecting a Garment in the Store Using a Mobile Device | |
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| Problem | To allow users to choose the physical garment in the store without carrying them through the store, for example, to respect health restrictions. |
| To be used when | After the measuring task is complete, instead of the virtual catalog and when health restrictions require customers to avoid touching the products in the store. |
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Magic shop window patterns.
| Magic Shop Window | |
|---|---|
| Problem | To draw attention of passers-by and to allow them to fit garments in the shop window |
| To be used when | When the mirror is positioned in the shop window |
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Figure 3The three categories influencing the shopping experience and the elements that belong to it.