Platform Based Design and Immersive Technologies for Manufacturing and Assembly in Offsite Construction by Lilia Potseluyko & Farzad Pour Rahimian & Nashwan Dawood & Faris Elghaish
Author:Lilia Potseluyko & Farzad Pour Rahimian & Nashwan Dawood & Faris Elghaish
Language: eng
Format: epub
ISBN: 9783031329937
Publisher: Springer International Publishing
Adoption of Sales Principles in VR UX
As a sales tool, VR software must adopt several principles of in-person sales. However, relatively few studies have focused on virtualising the sales process with VR experience and instead purely focused on visual representation. Therefore, it is important not to underestimate the value of the above principles and make several suggestions that these principles could be adopted in VR software as a sales tool.
The study conducted by Hollebeek et al. (2020) is among the few that analysed VR applications through the customer journey. The scientists have classified three stages of the journey: (1) pre-VR encounter, consumers gain awareness of marketing-based VR; (2) the core VR encounter or intra-interaction experience reveals consumersâ engagement during their VR-based interactions; (3) post-VR encounter captures the dynamics transpiring after consumersâ marketing-based VR interactions. They advised the VR narrative and graphics as key VR content features, given their importance in shaping VR engagement and experience.
Several studies addressed the issue of the use of immersive virtual reality technologies in a virtual simulated store, museums or archaeological sites and its correlation with enhanced presence and usability compared to conventional desktop technology (Goulding et al., 2012; Hamari & Keronen, 2017). The studies show that immersive technologies improved presence and usability; however, they admit the need for further advancement in VR hardware and software capabilities.
The study conducted by Sherman and Craig (2018) emphasises the equal necessity for a comprehensive exploration of the VR subject area and the VR medium. A wide range of VR applications subjects in the research includes military training, education and design. Authors draw attention to the fact that the adoption of VR in each area must be driven by deliberate design, designing to engage the audience, social interaction consideration, understanding user objective, start, process and end of the user scripts, and a real need for trade-offs.
Another study (Lin et al. 2017a, 2017b) was conducted on clientsâ feedback on VR product configurator use. The empirical evidence confirms that the VR system of the product configurator enables a better understanding of the future product and reduces the indecision/objection handling stage during the sales process.
Gamification has been a rather significant trend in recent years. It builds on the emotional and involving qualities of gaming but may not entail a full-fledged game. Gamification exists in many industries, including retail, media, consumer goods, and healthcare. It is used to educate employees in all industries, create customer engagement with brands and businesses, and even nudge people to change their behaviour (Wünderlich et al., 2020). Scholars have stipulated that most gamification implementations are doomed to fail due to a poor understanding of how to design gamification successfully. This absence of a comprehensive understanding of the phenomenon inhibits organisations from adopting and designing effective gamification approaches. Furthermore, there is still a lack of a coherent framework that entails gamification's impact on various stakeholder groups.
VR has increasingly been used in tourism to engage consumers and market and sell tourism services and products (Zeng et al., 2020). Researchers suggest managers
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