INTERACTION DESIGN OF VIRTUAL TRY-ON FOR FASHION PRODUCT CATEGORY ON E-COMMERCE
The rapid development of technology has caused a shift on human behavior when it comes to shopping, including buying basic necessities such as clothes, which have become easily purchased through e-commerce. Even if online shopping has its own perks such as ease and practicality, it has some conse...
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Format: | Final Project |
Language: | Indonesia |
Online Access: | https://digilib.itb.ac.id/gdl/view/66557 |
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Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
Summary: | The rapid development of technology has caused a shift on human behavior when it
comes to shopping, including buying basic necessities such as clothes, which have
become easily purchased through e-commerce. Even if online shopping has its own
perks such as ease and practicality, it has some consequences such as the possibility of
disappointment when the clothing product doesn’t meet customer’s expectations once
arrived. However, current existing features on e-commerce have not provided a
personalized virtual experience where users can match clothing products with their own
characteristics. Hence, this research aims to produce an interaction design of a virtual
try-on feature for fashion product category which can help users to make better decision
when buying clothes. This research adopts the user-centered design (UCD)
methodology by ISO 9241-210 which directly involves target users in its processes and
consists of four main steps: identifying context of use, specifying the requirements,
producing the design, and evaluating the design. The outcome of this research is a high-
fidelity prototype which fulfills the usability goals “effective to use”, “easy to learn”,
and “have a good utility”, as well as the user experience goals “helpful” and
“enjoyable”. To determine the achievement of the goals, each goal is measured using
the following metrics: success rate for “effective to use”, Single Easy Question (SEQ)
and learning curve for “easy to learn”, System Usability Scale (SUS) for “have a good
utiliy”, Intrinsic Motivation Inventory (IMI) on value/helpfulness subscale for
“helpful”, and IMI on interest/enjoyment subscale for “enjoyable”. The scores obtained
are 100% success rate, 6.92 out of 7 for SEQ, 46.42% increase in time efficiency to
complete task for learning curve, 85.5 out of 100 for SUS, 6.5 out of 7 for IMI’s
value/usefulness subscale, and 6.4 out of 7 for IMI’s interest/enjoyment subscale.
Hence, according to the result of each measurement, it can be concluded that the
prototype has met its usability goals and user experience goals. |
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