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Article
Publication date: 17 July 2019

Ahmad Saquib Sina and Juanjuan Wu

The purpose of this paper is to examine the effects of product display based on colour, discount and brand on retail pleasure, arousal, flow, perceived merchandise quality, time…

Abstract

Purpose

The purpose of this paper is to examine the effects of product display based on colour, discount and brand on retail pleasure, arousal, flow, perceived merchandise quality, time spent, satisfaction and patronage intentions in both 3D and 2D interfaces. This study uses the flow theory and stimulus-organism-response framework to understand the effects of product coordination methods and interface dimensions on consumers’ emotional, cognitive and behavioural outcomes.

Design/methodology/approach

This study conducted a 2 (interface: 3D and 2D) × 3 (product coordination method: colour, discount and brand) between-subjects experimental design. The coordination of display refers to the way products are arranged based on similar properties, such as similar colour, discount or brand. 3D stores were designed using Mockshop, a 3D virtual retailing software. A total of 144 US female college students from various universities participated in the study.

Findings

The findings showed that the 3D interface produced higher flow, satisfaction, time spent and patronage intention than the 2D interface. Also, among the six display scenarios, participants who were in the colour-coordinated 3D store showed the highest levels of emotional, cognitive and behavioural outcomes except for retail pleasure and arousal.

Originality/value

This study investigates product display based on colour, discount and brand in both 3D and 2D interfaces. Although product coordination methods have been tested in 3D stores in previous studies, they have not been compared with their effects in the 2D interface such as online shopping sites. Therefore, this study fills in this gap in the literature, which can guide retailers in making the right decisions for visuals.

Details

International Journal of Retail & Distribution Management, vol. 47 no. 8
Type: Research Article
ISSN: 0959-0552

Keywords

Article
Publication date: 21 March 2016

Kochiu Wu and Hung-Chun Chen

The purpose of this paper is to explore children’s spatial cognitive abilities as they engaged in information-seeking behaviors on two-dimensional (2D) and three-dimensional (3D…

1138

Abstract

Purpose

The purpose of this paper is to explore children’s spatial cognitive abilities as they engaged in information-seeking behaviors on two-dimensional (2D) and three-dimensional (3D) digital interfaces.

Design/methodology/approach

Children between the ages of seven and 11 were observed as they browsed either a 2D or 3D navigation interface for a children’s digital library. Data regarding their use of the overview function and depth cues were analyzed to reveal the relationships between search performance efficiency, precision, and effectiveness and the associative memory, visualization memory, and spatial visualization abilities of the user.

Findings

Children spent less time using the 2D interface when compared to time spent using the 3D interface. Children exhibited better performance precision when using the 3D interface. Children applied exhaustive strategies and more varied cognitive skills across different tasks when using the 2D interface, and applied a more focussed approach when using the 3D interface.

Originality/value

The cognitive abilities of children are not yet fully developed, so they require a unique user interface when browsing digital libraries. This study served the practical purpose of developing a game-like user interface for ease of use. Providing an effective overview function allows young users with less developed cognitive abilities to navigate informational cues. They can then build an effective mind map and implement efficient way-finding strategies.

Details

Library Hi Tech, vol. 34 no. 1
Type: Research Article
ISSN: 0737-8831

Keywords

Article
Publication date: 11 September 2007

Fotis Liarokapis and Emily Conradi

The aim of this work is to explore the use of lightweight but effective user interfaces for mobile navigation and wayfinding in urban environments.

2622

Abstract

Purpose

The aim of this work is to explore the use of lightweight but effective user interfaces for mobile navigation and wayfinding in urban environments.

Design/methodology/approach

Two interactive mobile interfaces were designed and implemented following a user‐centred approach. The first interface makes use of 2D digital technology such as different representations of 2D maps and textual information. To enhance the user experience during navigation, location aware searches may be performed indicating information about the surroundings. The second interface makes use of virtual reality (VR) and computer graphics to present 3D maps and textual information. The VR maps are also interactive and contain hyperlinks positioned in 3D space which link to either web pages or other multimedia content.

Findings

Both interfaces allow users to visualise and interact with different levels of representation of urban maps. Initial evaluation has been performed to test the usability of the 2D interface, and limitations of the 2D technology were recorded. To overcome these limitations and explore the potentials of alternative technologies a VR interface was prototyped and a pilot evaluation was conducted.

Practical implications

This paper provides two prototype interfaces with some initial evaluation that may be useful for future navigation and wayfinding systems.

Originality/value

As more and more people make use of mobile technologies and advanced interfaces to enhance access to location‐based services, this paper offers two prototype interfaces for personal digital assistants that provide solutions to urban navigation and wayfinding.

Details

Library Hi Tech, vol. 25 no. 3
Type: Research Article
ISSN: 0737-8831

Keywords

Article
Publication date: 8 February 2013

Salsabeel F.M. AlFalah, David K. Harrison, Vassilis Charissis and Dorothy Evans

Current healthcare applications produce a complex and inaccessible set of data that often needs to be investigated simultaneously. As such the conflicting software applications…

Abstract

Purpose

Current healthcare applications produce a complex and inaccessible set of data that often needs to be investigated simultaneously. As such the conflicting software applications and mental effort being demanded from the user result in time‐consuming analysis and diagnosis. The purpose of this paper is to provide a prototype, interactive system for management of multiple data sets, currently used for gait analysis capturing, reconstruction and diagnosis. In summary, this work is concerned with the development of interactive information‐visualisation software that assists medical practitioners in simplifying and enhancing the retrieval, visualisation and analysis of medical data with the intention of improving the overall system leading to an improved service for the user and patient experience.

Design/methodology/approach

The design of the proposed system aims to combine all the related existing software currently used for gait analysis and diagnosis under one, user‐friendly package. The latter will have the capacity to offer also real‐time, three dimensional (3D) representations of all the derived data (CT, MRI, motion capture) in an interactive virtual reality (VR) environment.

Findings

It is intended that the proposed prototype solutions will enhance interactive systems for management of multiple data sets, currently used for gait analysis capturing, reconstruction and diagnosis. The derived data encapsulate a plethora of multimedia information aiming to enhance medical visualisation.

Originality/value

The proposed system offers simulation capacity and a VR visualisation experience, which enhances the gait analysis diagnostic process. The 3D data can be manipulated in real‐time through a novel human‐computer interface which uses multimodal interaction through the use of graphical user interfaces and gesture recognition. The system aims towards a cost‐effective, clearly presented and timely accessible system that follows a threefold approach; It entails managing the extensive amount of the daily produced medical data, combining the scattered information related to one patient in one interface with a filtering criteria to the required information, and visualising in 3D the data from different sources, in order to improve 3D mental mapping, increase productivity and consequently ameliorate quality of service and management.

Details

Journal of Enterprise Information Management, vol. 26 no. 1/2
Type: Research Article
ISSN: 1741-0398

Keywords

Article
Publication date: 26 February 2018

Ioannis Krasonikolakis, Adam Vrechopoulos, Athanasia Pouloudi and Sergios Dimitriadis

Positioned in the e-retailing field, this study aims to investigate the effect of the retail store’s atmosphere on consumer behavior in 3D online shopping environments, focusing…

6722

Abstract

Purpose

Positioned in the e-retailing field, this study aims to investigate the effect of the retail store’s atmosphere on consumer behavior in 3D online shopping environments, focusing on store layout as a critical influential factor.

Design/methodology/approach

The research uses a mixed research method approach that includes two complementary studies. First, a three-round Delphi study with domain experts is used to develop a store layout classification scheme (Study 1), resulting in five distinct types of store layout. Subsequently, 3D online retail stores that use the five layouts are designed and developed. These serve as treatments of a laboratory experimental design, which is used to assess layout impact on a number of attitudinal and behavioral variables (Study 2).

Findings

Five distinct types of store layout have been identified in Study 1, and their distinctive features are presented. The findings of Study 2 indicate that online shopping enjoyment, entertainment and ease of navigation are influenced by the store layout types of 3D online environments. Specifically, the “avant-garde” layout type facilitates the ease of navigation of customers in the store and provides a superior online customer experience. The “warehouse”’ adopts long aisles for the display of products, which simplifies the comparison of products, whereas the “boutique” layout was found to be the best in terms of shopping enjoyment and entertainment. The “department” layout shares many common characteristics with traditional department stores, providing an entertaining and enjoyable store, whereas the “pragmatic” layout emphasizes low system requirements.

Practical implications

The paper presents characteristics that make store layouts effective for different aspects of online customers’ experience and identifies opportunities that 3D online store designers and retailers can explore for the provision of enhanced, customized services to online customers.

Originality/value

This paper examines recent technological developments in store design and visual merchandising. It identifies five layout types of 3D online stores, which are different from those of brick–and–mortar and 2D online stores, and investigates their impact on consumer behavior. Further, the paper examines how each layout type influences online shopping enjoyment, entertainment, ease of navigation, online customer experience and, in turn, purchase and word-of-mouth intentions. Finally, the paper examines the moderating role of telepresence. Individuals with high sense of telepresence conceive 3D environments as “real” and are more concerned about the attributes that trigger the sense of enjoyment they experience while browsing.

Details

European Journal of Marketing, vol. 52 no. 5/6
Type: Research Article
ISSN: 0309-0566

Keywords

Article
Publication date: 13 February 2019

Esa Halmetoja

This paper aims to describe how building information model (BIM) and big data can be combined in the same interface for providing new value to stakeholders, such as the property…

1180

Abstract

Purpose

This paper aims to describe how building information model (BIM) and big data can be combined in the same interface for providing new value to stakeholders, such as the property owner and user, as well as property service and workplace service companies. The research presents a new concept, which shows how the BIM can be exploited efficiently during maintenance.

Design/methodology/approach

Initially, existing facility management (FM) processes were investigated to find out how to digitize them and identify bottlenecks. Second, BIM’s data content was explored to identify the information that could be used to streamline FM processes. Third, the potential of the active data measured in the building was evaluated. Finally, research was undertaken to find out how constantly fluctuating information can be combined with BIM objects and what kind of added value that combination could offer. The literature review was used to support the primary contribution. In addition, the research problems were described and the basics of the research were obtained by interviews. The author has interviewed 27 professionals from several stakeholders.

Findings

The first finding is that the BIM can serve as a platform for building use, various services and management when it has been adequately generated during the planning and construction phases and enriched before being commissioned. The other essential finding is the theory of conditions data model (CDM), which is a technical environment that combines active data with BIM. The most important advantages of BIM in FM are as follows: • Building owner attains better user satisfaction, acquires better quality and smarter services, saves energy, ensures better indoor conditions and improves building profitability. • Service providers can develop and offer new services, speed up operations, save resources and generate more profits. • The occupant gets a better user experience, faster and higher quality services and better indoor conditions.

Research limitations/implications

The CDM enables to generate for the real estate and construction (RE&C) sector a novel BIM-based ecosystem with standard rules, instead of every individual operator developing his/her own unique solution for BIM use in FM. This will have an impact on the entire RE&C sector’s operating methods and will have significant financial implications in the near future. Application of this research is limited to office buildings where indoor condition measuring is undertaken continuously and where the knowledge of the use cases of spaces is available. In addition, the proper BIM in the Industry Foundation Classes format must exist. The evaluation of the validity of big data is not discussed in this article. Visualization of data and content of user interfaces will be the topic of another article by the author. This article does not deal with intricate technical details, but crucial issues are defined.

Originality/value

The article presents a unique method for BIM use in FM. The theory of CDM (how to combine active data with BIM) is completely new and a similar solution has not been presented earlier. The theory of the presented method will be the crucial key for BIM use and will lead worldwide commissioning. Currently, the theory is under test in the practical pilot project. The results of the project will be published in the next article.

Article
Publication date: 18 September 2009

Emmanouela E. Manganari, George J. Siomkos and Adam P. Vrechopoulos

The purpose of this study is to provide a conceptual framework for studying the effects of online store atmosphere on consumer behaviour and a compilation of empirical studies…

12820

Abstract

Purpose

The purpose of this study is to provide a conceptual framework for studying the effects of online store atmosphere on consumer behaviour and a compilation of empirical studies from the time when research on web atmospherics emerged in the literature in 1999 until today.

Design/methodology/approach

A desk research approach is followed in order to concentrate empirical research on the effects of online store atmosphere on consumer behaviour from top academic journals and conference proceedings through an interdisciplinary research approach (i.e. marketing and information systems literature).

Findings

Extant research is concentrated and presented in a structured way. Online store atmosphere influences various aspects of consumer behaviour online. However, there are many open research issues on the effects of online store atmosphere on consumer behaviour.

Originality/value

The present study develops a parsimonious conceptual framework for studying the effects of online store atmosphere, summarises the knowledge on online store atmosphere in a structured and systematic manner, and identifies gaps and opportunities for advancing established knowledge. No single comprehensive collection of empirical research progress on online store atmosphere exists. The paper constitutes a valuable reference of compact information and future research suggestions for both academics and practitioners.

Details

European Journal of Marketing, vol. 43 no. 9/10
Type: Research Article
ISSN: 0309-0566

Keywords

Article
Publication date: 23 January 2020

Esa Halmetoja and Francisco Forns-Samso

The purpose of this paper is to evaluate six different graphical user interfaces (GUIs) for facilities operations using human–machine interaction (HMI) theories.

Abstract

Purpose

The purpose of this paper is to evaluate six different graphical user interfaces (GUIs) for facilities operations using human–machine interaction (HMI) theories.

Design/methodology/approach

The authors used a combined multi-functional method that includes a review of the theories behind HMI for GUIs as its first approach. Consequently, heuristic evaluations were conducted to identify usability problems in a professional context. Ultimately, thematic interviews were conducted with property managers and service staff to determine special needs for the interaction of humans and the built environment.

Findings

The heuristic evaluation revealed that not all the studied applications were complete when the study was done. The significant non-motivational factor was slowness, and a lighter application means the GUI is more comfortable and faster to use. The evaluators recommended not using actions that deviate from regular practice. Proper implementation of the GUI would make it easier and quicker to work on property maintenance and management. The thematic interviews concluded that the GUIs form an excellent solution that enables communication between the occupant, owner and service provider. Indoor conditions monitoring was seen as the most compelling use case for GUIs. Two-dimensional (2D) layouts are more demonstrative and faster than three-dimensional (3D) layouts for monitoring purposes.

Practical implications

The study provides an objective view of the strengths and weaknesses of specific types of GUI. So, it can help to select a suitable GUI for a particular environment. The 3D view is not seen as necessary for monitoring indoor conditions room by room or sending a service request. Many occupants’ services can be implemented without any particular layout. On the other hand, some advanced services were desired for the occupants, such as monitoring occupancy, making space reservations and people tracking. These aspects require a 2D layout at least. The building information model is seen as useful, especially when monitoring complex technical systems.

Originality/value

Earlier investigations have primarily concentrated on investigating human–computer interaction. The authors’ studied human–building interaction instead. The notable difference to previous efforts is that the authors considered the GUI as a medium with which to communicate with the built environment, and looked at its benefits for top-level processes, not for the user interface itself.

Details

Journal of Corporate Real Estate , vol. 22 no. 1
Type: Research Article
ISSN: 1463-001X

Keywords

Article
Publication date: 12 February 2021

Abhinesh Prabhakaran, Abdul-Majeed Mahamadu, Lamine Mahdjoubi, Patrick Manu, Che Khairil Izam Che Ibrahim and Clinton Ohis Aigbavboa

This study aims to propose a novel approach to developing an interactive and immersive virtual environment for design communication in the furniture, fixture and equipment (FFE…

Abstract

Purpose

This study aims to propose a novel approach to developing an interactive and immersive virtual environment for design communication in the furniture, fixture and equipment (FFE) sector. The study further investigates its effectiveness in enhancing the design communication and coordination between the stakeholder.

Design/methodology/approach

Quasi-experimental research was adopted involving 12 FFE professionals, designers and end-users in single-group pre-test-post-test design. The tests were performed primarily to ascertain the impact of the application of interactive virtual reality on delivering furniture design selection and coordination tasks. Further interviews were used to elicit participants' views on the functionality and usefulness of the proposed approach.

Findings

The findings indicate that an interactive immersive virtual FFE environment: enhances the productivity of the design team through a collaborative virtual workspace offering a synchronised networked design testing and review platform; reduces the time required for the stakeholders to comprehend the design options and test those; enhances the design communication and quality of the design and encourages the collaborative culture in the industry; improves the design satisfaction of the stakeholders; and finally, requires significantly less time for design decision-making when compared to traditional methods.

Research limitations/implications

Future studies should incorporate space planning concepts and explore non-experimental methodologies in a real-life FFE project setup.

Practical implications

The proposed approach provides opportunities for enhanced interpretation of design intent in FFE as well as efficiency in design selection and coordination tasks when compared with conventional two-dimensional methods of communication.

Originality/value

This study proposes a step change in the way furniture design is communicated and coordinated through an immersive virtual experience. Previous studies have not addressed the issue of impact on design coordination instead focussed on marketing and sales.

Details

Engineering, Construction and Architectural Management, vol. 28 no. 5
Type: Research Article
ISSN: 0969-9988

Keywords

Article
Publication date: 26 January 2021

Noha Saleeb

One of the misconceptions of teaching and learning for practical-based programmes, such as engineering, sciences, architecture, design and arts, is the necessity to deliver via…

660

Abstract

Purpose

One of the misconceptions of teaching and learning for practical-based programmes, such as engineering, sciences, architecture, design and arts, is the necessity to deliver via face-to-face physical modality. This paper refutes this claim by providing case studies of best practices in delivering such courses and their hands-on skillsets using completely online virtual delivery that utilises different formats of 2D and 3D media and tools, supported by evidence of efficiency using learning analytics.

Design/methodology/approach

The case studies were designed using pedagogical principles of constructivism and deep learning, conducted within a mixture of 2D and 3D virtual learning environments with flexible interface and tools capabilities. State-of-the-art coding and scripting techniques were also used to automate different student tasks and increase engagement. Regression and descriptive analysis methods were used for Learning Analytics.

Findings

Learning analytics of all case studies demonstrated the capability to achieve course/project learning outcomes, with high engagement from students amongst peers and with tutors. Furthermore, the diverse virtual learning tools used, allowed students to display creativity and innovation efficiently analogous to physical learning.

Originality/value

The synthesis of utilised media and tools within this study displays innovation and originality in combining different technology techniques to achieve an effectual learning experience. That would usually necessitate face-to-face, hands-on physical contact to perform practical tasks and receive feedback on them. Furthermore, this paper provides suggestions for future research using more advanced technologies.

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