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Design guidelines for B2C E-commerce in virtual worlds

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

Published

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Design guidelines for B2C E-commerce in virtual worlds. / Tran, M.Q.; Minocha, S.; Roberts, D. et al.
BCS-HCI '11 Proceedings of the 25th BCS Conference on Human-Computer Interaction Newcastle-upon-Tyne, United Kingdom — July 04 - 08, 2011 . Swindon: BCS Learning and Development Limited, 2011. p. 441-442.

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

Harvard

Tran, MQ, Minocha, S, Roberts, D, Laing, A, Langdridge, D & NCR, MR 2011, Design guidelines for B2C E-commerce in virtual worlds. in BCS-HCI '11 Proceedings of the 25th BCS Conference on Human-Computer Interaction Newcastle-upon-Tyne, United Kingdom — July 04 - 08, 2011 . BCS Learning and Development Limited, Swindon, pp. 441-442. <https://dl.acm.org/citation.cfm?id=2305395>

APA

Tran, M. Q., Minocha, S., Roberts, D., Laing, A., Langdridge, D., & NCR, M. R. (2011). Design guidelines for B2C E-commerce in virtual worlds. In BCS-HCI '11 Proceedings of the 25th BCS Conference on Human-Computer Interaction Newcastle-upon-Tyne, United Kingdom — July 04 - 08, 2011 (pp. 441-442). BCS Learning and Development Limited. https://dl.acm.org/citation.cfm?id=2305395

Vancouver

Tran MQ, Minocha S, Roberts D, Laing A, Langdridge D, NCR MR. Design guidelines for B2C E-commerce in virtual worlds. In BCS-HCI '11 Proceedings of the 25th BCS Conference on Human-Computer Interaction Newcastle-upon-Tyne, United Kingdom — July 04 - 08, 2011 . Swindon: BCS Learning and Development Limited. 2011. p. 441-442

Author

Tran, M.Q. ; Minocha, S. ; Roberts, D. et al. / Design guidelines for B2C E-commerce in virtual worlds. BCS-HCI '11 Proceedings of the 25th BCS Conference on Human-Computer Interaction Newcastle-upon-Tyne, United Kingdom — July 04 - 08, 2011 . Swindon : BCS Learning and Development Limited, 2011. pp. 441-442

Bibtex

@inproceedings{84a90e5aa32f4e9192563b042c2626f8,
title = "Design guidelines for B2C E-commerce in virtual worlds",
abstract = "Virtual worlds are three-dimensional (3D) persistent multi-user online environments in which users interact through avatars. Virtual worlds support many kinds of activities, including education, socialising, gaming and e-commerce. Our research focuses on how virtual worlds can be used to facilitate business-to-consumer (B2C) e-commerce involving real items. Examples of affordances of virtual worlds for e-commerce include 3D simulations, multi-user environments and avatar-based interactions. We have conducted empirical research to gather data about consumers' experiences in virtual worlds to understand ways to utilise the ir affordances for B2C e-commerce. Based on our empirical research and a literature review, we have derived design guidelines for the design and evaluation of B2C e-commerce environments involving virtual worlds. This poster presents a summary of the research project and a subset of the guidelines.",
keywords = "Consumer experience, Design guidelines, Design heuristics, E-commerce, Interaction design, Service design, Service encounter, User experience design, Virtual worlds, Electronic commerce, Human computer interaction, Interactive computer graphics, Three dimensional computer graphics, User interfaces, Virtual reality, Design",
author = "M.Q. Tran and S. Minocha and D. Roberts and A. Laing and D. Langdridge and NCR, {Microsoft Research;}",
year = "2011",
language = "English",
pages = "441--442",
booktitle = "BCS-HCI '11 Proceedings of the 25th BCS Conference on Human-Computer Interaction Newcastle-upon-Tyne, United Kingdom — July 04 - 08, 2011",
publisher = "BCS Learning and Development Limited",

}

RIS

TY - GEN

T1 - Design guidelines for B2C E-commerce in virtual worlds

AU - Tran, M.Q.

AU - Minocha, S.

AU - Roberts, D.

AU - Laing, A.

AU - Langdridge, D.

AU - NCR, Microsoft Research;

PY - 2011

Y1 - 2011

N2 - Virtual worlds are three-dimensional (3D) persistent multi-user online environments in which users interact through avatars. Virtual worlds support many kinds of activities, including education, socialising, gaming and e-commerce. Our research focuses on how virtual worlds can be used to facilitate business-to-consumer (B2C) e-commerce involving real items. Examples of affordances of virtual worlds for e-commerce include 3D simulations, multi-user environments and avatar-based interactions. We have conducted empirical research to gather data about consumers' experiences in virtual worlds to understand ways to utilise the ir affordances for B2C e-commerce. Based on our empirical research and a literature review, we have derived design guidelines for the design and evaluation of B2C e-commerce environments involving virtual worlds. This poster presents a summary of the research project and a subset of the guidelines.

AB - Virtual worlds are three-dimensional (3D) persistent multi-user online environments in which users interact through avatars. Virtual worlds support many kinds of activities, including education, socialising, gaming and e-commerce. Our research focuses on how virtual worlds can be used to facilitate business-to-consumer (B2C) e-commerce involving real items. Examples of affordances of virtual worlds for e-commerce include 3D simulations, multi-user environments and avatar-based interactions. We have conducted empirical research to gather data about consumers' experiences in virtual worlds to understand ways to utilise the ir affordances for B2C e-commerce. Based on our empirical research and a literature review, we have derived design guidelines for the design and evaluation of B2C e-commerce environments involving virtual worlds. This poster presents a summary of the research project and a subset of the guidelines.

KW - Consumer experience

KW - Design guidelines

KW - Design heuristics

KW - E-commerce

KW - Interaction design

KW - Service design

KW - Service encounter

KW - User experience design

KW - Virtual worlds

KW - Electronic commerce

KW - Human computer interaction

KW - Interactive computer graphics

KW - Three dimensional computer graphics

KW - User interfaces

KW - Virtual reality

KW - Design

M3 - Conference contribution/Paper

SP - 441

EP - 442

BT - BCS-HCI '11 Proceedings of the 25th BCS Conference on Human-Computer Interaction Newcastle-upon-Tyne, United Kingdom — July 04 - 08, 2011

PB - BCS Learning and Development Limited

CY - Swindon

ER -