Virtual vs. real: exploring perceptual, cognitive and affective dimensions in design product experiences.

Marta Pizzolante, Sabrina Bartolotta, Eleonora Diletta Sarcinella, Alice Chirico, Andrea Gaggioli
Author Information
  1. Marta Pizzolante: Research Center in Communication Psychology (PsiCom), Universitá Cattolica del Sacro Cuore, Milan, Italy. marta.pizzolante@unicatt.it.
  2. Sabrina Bartolotta: Research Center in Communication Psychology (PsiCom), Universitá Cattolica del Sacro Cuore, Milan, Italy.
  3. Eleonora Diletta Sarcinella: Department of Psychology, Università Cattolica del Sacro Cuore, Milan, Italy.
  4. Alice Chirico: Research Center in Communication Psychology (PsiCom), Universitá Cattolica del Sacro Cuore, Milan, Italy.
  5. Andrea Gaggioli: Research Center in Communication Psychology (PsiCom), Universitá Cattolica del Sacro Cuore, Milan, Italy.

Abstract

BACKGROUND: Virtual Reality (VR) has already emerged as an effective instrument for simulating realistic interactions, across various domains. In the field of User Experience (UX), VR has been used to create prototypes of real-world products. Here, the question is to what extent the users' experience of a virtual prototype can be equivalent to that of its real counterpart (the real product). This issue particularly concerns the perceptual, cognitive and affective dimensions of users' experiences.
METHODS: This exploratory study aims to address this issue by comparing the users' experience of a well-known product, i.e., the Graziella bicycle, presented either in Sumerian or Sansar VR platform, or in a physical setting. Participants' Emotional Engagement, Sense of Presence, Immersion, and Perceived Product Quality were evaluated after being exposed to the product in all conditions (i.e., Sumerian, Sansar and Physical).
RESULTS: The findings indicated significantly higher levels of Engagement and Positive Affect in the virtual experiences when compared to their real-world counterparts. Additionally, the sole notable distinction among the VR platforms was observed in terms of Realism.
CONCLUSIONS: This study suggests the feasibility and potential of immersive VR environments as UX evaluation tools and underscores their effectiveness in replicating genuine real-world experiences.

Keywords

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Grants

  1. CUP: J55F21003220001/"Education and research for recovery - REACT-EU", included in the NOP Research and Innovation 2014-2020
  2. CUP: J55F21003220001/"Education and research for recovery - REACT-EU", included in the NOP Research and Innovation 2014-2020

MeSH Term

Humans
Emotions
Virtual Reality
Cognition

Word Cloud

Created with Highcharts 10.0.0VRVirtualproductexperiencesreal-worldusers'experienceUserUXvirtualrealissueperceptualcognitiveaffectivedimensionsstudyieSumerianSansarEngagementPresenceImmersionBACKGROUND:RealityalreadyemergedeffectiveinstrumentsimulatingrealisticinteractionsacrossvariousdomainsfieldExperienceusedcreateprototypesproductsquestionextentprototypecanequivalentcounterpartparticularlyconcernsMETHODS:exploratoryaimsaddresscomparingwell-knownGraziellabicyclepresentedeitherplatformphysicalsettingParticipants'EmotionalSensePerceivedProductQualityevaluatedexposedconditionsPhysicalRESULTS:findingsindicatedsignificantlyhigherlevelsPositiveAffectcomparedcounterpartsAdditionallysolenotabledistinctionamongplatformsobservedtermsRealismCONCLUSIONS:suggestsfeasibilitypotentialimmersiveenvironmentsevaluationtoolsunderscoreseffectivenessreplicatinggenuinevsreal:exploringdesignAestheticsEmotionsprototypingreality

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