Mapping XR Platforms

Analyzing Immersion from the Designer’s Perspective

Conference Paper (2023)
Author(s)

Meng Li (Xi’an Jiaotong University, TU Delft - Human Factors)

L.D. Houwing (TU Delft - Teaching & Learning Services)

Armagan Albayrak (TU Delft - Human Factors)

Mohammad Shidujaman (Independent University)

DJ van Eijk (TU Delft - Human Factors)

Research Group
Human Factors
Copyright
© 2023 M. Li, L.D. Houwing, A. Albayrak, Mohammad Shidujaman, D.J. van Eijk
DOI related publication
https://doi.org/10.1007/978-3-031-35602-5_32
More Info
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Publication Year
2023
Language
English
Copyright
© 2023 M. Li, L.D. Houwing, A. Albayrak, Mohammad Shidujaman, D.J. van Eijk
Research Group
Human Factors
Bibliographical Note
Green Open Access added to TU Delft Institutional Repository ‘You share, we take care!’ – Taverne project https://www.openaccess.nl/en/you-share-we-take-care Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public. @en
Pages (from-to)
450-464
ISBN (print)
9783031356018
Reuse Rights

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Abstract

Understanding humans are the key to developing optimal design solutions for product-service systems. In this sense, the experiential approach is in line but might go beyond typical Human Centered Design (HCD) methods in that it focuses on generating positive experiences that contribute directly to human well-being. Extended Reality (XR) showed the potential to replicate or simulate experience as a whole and gained attention from design communities. XR platforms confused design practitioners due to their fast-advancing amounts and relevant experiences. Hence, this study introduced two surveys on XR platforms to clarify which experiences they could provide and when to implement them into HCD processes. Survey 1 categorized XR platforms according to their key attributes and mapped them into the Experience Matrix. Survey 2 invented two designer personas and a fictional project to analyze barriers and strategies to implement XR platforms into design processes. Eighty-eight XR platforms were categorized into nineteen clusters, where creation and simulation had the highest numbers. Regarding implementing XR in design practices, the cost is still the key concern and there's a trade-off between software cost and assets purchased for different types of designers.

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