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A Comparative Study on Conventional versus Immersive Service Prototyping (VR, AR, MR)

Published: 04 April 2018 Publication History

Abstract

Product prototyping, through the use of immersive technologies, has demonstrated its huge potential enabling co-creative exploration of different usage scenarios and evaluation of the User eXperience. It is already an extremely relevant and valuable activity in many industries and revealed as an essential element of experience design. Service prototyping is a new prominent progressive process used within service innovation intended to improve the service experience and quality while accelerating the service development process. Different types of service prototypes can be used to encompass all the different service elements throughout the service design and engineering processes. This paper presents a comparative study between the conventional and immersive service prototyping This comparison encompasses application, advantages and disadvantages of these different service prototyping. Several use cases of immersive service prototyping, either based on Virtual, Augmented or Mixed Reality technologies, are presented. This study aims to improve the body of knowledge on the use of immersive service prototyping. This is intended to help service designer understand what can be done with immersive service prototyping, and increase awareness on service prototyping. The main objective is to provide a guidance to service designers for selecting the most appropriate immersive service prototyping techniques per each case specificity.

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  1. A Comparative Study on Conventional versus Immersive Service Prototyping (VR, AR, MR)

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    cover image ACM Other conferences
    VRIC '18: Proceedings of the Virtual Reality International Conference - Laval Virtual
    April 2018
    173 pages
    ISBN:9781450353816
    DOI:10.1145/3234253
    • Conference Chair:
    • Simon Richir
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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    Published: 04 April 2018

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    Author Tags

    1. Augmented Reality
    2. Immersive Applications
    3. Immersive Service Prototyping
    4. Mixed Reality
    5. Service Innovation
    6. Service Prototyping
    7. Virtual Reality
    8. eXtended Reality

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    • (2023)LearnIoTVR: An End-to-End Virtual Reality Environment Providing Authentic Learning Experiences for Internet of ThingsProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581396(1-17)Online publication date: 19-Apr-2023
    • (2022)The Role of Data within the Service Prototyping Design Dimensions2022 IEEE 28th International Conference on Engineering, Technology and Innovation (ICE/ITMC) & 31st International Association For Management of Technology (IAMOT) Joint Conference10.1109/ICE/ITMC-IAMOT55089.2022.10033131(1-8)Online publication date: 19-Jun-2022
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    • (2021)Extended Analysis of a Service Prototyping Experiment Conducted in Germany and France2021 IEEE International Conference on Engineering, Technology and Innovation (ICE/ITMC)10.1109/ICE/ITMC52061.2021.9570226(1-9)Online publication date: 21-Jun-2021
    • (2021)PROTOTYPING IN SOCIAL VR: ANTICIPATE THE UNANTICIPATED OUTCOMES OF INTERACTIONS BETWEEN AI-POWERED SOLUTIONS AND USERSProceedings of the Design Society10.1017/pds.2021.5101(2491-2500)Online publication date: 27-Jul-2021
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