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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Bibliographic Details
Main Author: Mutiara Windyarahma, Jingga
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
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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.