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Pragmatic and hedonic aspects of user experience in Virtual Reality: analysis of novice users' information mediation during their first interaction with a Metaverse platform/Aspectos pragmaticos e hedonicos da experiencia do usuario em Realidade Virtual: analise da mediacao da informacao de usuarios novatos durante sua primeira interacao com uma plataforma de Metaverso
The topic of virtual and extended reality has increasingly captured the interest of developers who aim to widely adopt it among the general population. Over the last five years, significant investments in this field have brought the term "Metaverse" back into discussions as a potential ide...
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Published in: | InfoDesign : Brazilian journal of information design 2023-09, Vol.20 (3) |
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Main Authors: | , , , |
Format: | Article |
Language: | Portuguese |
Online Access: | Get full text |
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Summary: | The topic of virtual and extended reality has increasingly captured the interest of developers who aim to widely adopt it among the general population. Over the last five years, significant investments in this field have brought the term "Metaverse" back into discussions as a potential ideal for social interaction within virtual environments. This paper aims to contextualize the Metaverse and its potentialities by investigating its relation to new users from a UX (user experience) design perspective. This work aims to understand the pragmatic and hedonic aspects of user experience and information mediation of novice users during their first interaction with a Metaverse application. To achieve this, we selected six users and analyzed their first interactions within the popular digital platform called "VRchat". For data analysis, we used a method inspired by Marc Hassenzahl's AttrakDiff tool and investigated the interactions based on three main aspects: interactivity, immersion, and selfidentification. As a result, we noticed a positive impression of virtual reality (VR) on user experience after immersion. We also observed some UI (user interface) solutions that are functional, and others that are not, in an immersive interface. Based on these findings, we propose some hypotheses for solution paths to enhance these three aspects of the Metaverse experience. virtual reality, user experience, metaverse, VRchat A realidade virtual e estendida tem atraido cada vez mais o interesse de desenvolvedores que pretendem torna-la disponivel para a populacao em geral. Nos ultimos cinco anos, investimentos significativos neste campo trouxeram o termo "Metaverso" de volta as discussoes como um potencial ideal para interacao social em ambientes virtuais. O presente artigo visa contextualizar o Metaverso e suas potencialidades, investigando sua relacao com novos usuarios sob a perspectiva do design de experiencia do usuario. O principal objetivo deste trabalho e compreender os aspectos pragmaticos e hedonicos da experiencia do usuario e a mediacao da informacao de usuarios novatos durante sua primeira interacao com uma plataforma de Metaverso. Para isso, selecionamos seis usuarios e analisamos suas primeiras interacoes dentro da popular plataforma digital chamada "VRChat". Para a analise dos dados, utilizamos um metodo inspirado na ferramenta AttrakDiff de Marc Hassenzahl e investigamos as interacoes com base em tres aspectos principais: interatividade, imersao e auto-identi |
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ISSN: | 1808-5377 1808-5377 |