Augmented reality application based on Nielsen’s design principles: Eyewear online shopping
List of Authors
  • Azliza Othman , Noor Aida Mohd Arif

Keyword
  • online shopping, virtual try-on, augmented reality, user experience, usability

Abstract
  • Nowadays, people prefer online purchase since it is convenient, time- and energy-saving, and offers a wide range of options for consumers to consider before making a purchase. However, to create an online shopping platform, it is also necessary to ensure that the product can meet the needs of consumers because the high demand for online shopping will affect the user experience. The purpose of using Augmented Reality (AR) is to improve consumer experience. Therefore, this research will discuss the proposed techniques to feature the design of eyewear using AR technology based on Nielsen principles. This application utilizes the concept of ‘virtual try-on’ using AR technology, allowing users to view more detailed 3D product designs and customers can try on products using their mobile phones without being physically present in the kiosk. Generally, the apps allow users to try on AR Safer Optic via AR-based smartphone apps that they can download to their smartphones. This is a key component of AR Safer Optic mobile apps that could help make them more immersive and engaging. This feature has the potential to improve on existing aspects that are currently lacking in online buying. Therefore, the design principles of usability would be used to evaluate the process of designing and installing AR Safer optics apps to aim at product marketing. The goal of this evaluation is to find out how well the Safer Optic mobile apps are used by the end users.

Reference
  • 1. C. Fredricksen, "Apparel drives US retail ecommerce sales growth," Available: http://www.emarketer.com/newsroom/index.php/apparel- drives-retail-ecommerce-sales-growth.

    2. L. P. Leena and P. Verma, "Augmented reality in marketing: role and applications," vol. 8, issue 11, pp. 74-81, 2017. Available: https://www.academia.edu/36282179/.

    3. P. Parekh, S. Patel, N. Patel, and M. Shah, "Systematic review and meta-analysis of augmented reality in medicine, retail, and games," in Visual Computing for Industry, Biomedicine, and Art, pp. 2-20, 2020. Available: https://doi.org/10.1186/s42492-020-00057-7.

    4. R. R. Mat, "Jualan Dalam Talian Meningkat 28.9 Peratus Pada April," in Berita Harian, Jun. 19, 2020. [Online]. Available: www.bharian.com.my/berita/nasional/2020/ 06/701902/jualan-dalam-talian-meningkat-289-peratus-pada-april.

    5. Reuters, "IKEA mulls joint venture with Bosnia furniture maker," Available: http://www.reuters.com/article/idUSL0861625720080108.

    6. A. Shalimov, "Bringing Augmented Reality to your Retail App," Eastern Peak, Trnds, 2021. [Online]. Available: https://easternpeak.com/blog/bringing-augmented-reality-to-your- retail-app/.

    7. H. L. O'Brien, "The influence of hedonic and utilitarian motivations on user engagement: The case of online shopping experiences," Interacting with Computers, vol. 22, no. 5, pp. 344-352, 2010.

    8. Y. Cheon, M. Yim, S. Chu, and P. L. Sauer, "Is augmented reality technology an effective tool for e-commerce? An Interactivity and Vividness Perspective," Journal of Interactive Marketing, vol. 39, pp. 89-103, 2017. Available: https://doi.org/10.1016/j.intmar.2017.04.001.

    9. C. Gallardo, S. Rodriguez, I. Chango, W. Quevedo, J. Santana, A. Aosta, and J. Tapia, "Augmented Reality as a new Marketing Strategy," in Lecture Notes Computer Science, Springer International Publishing AG: Otranto, Italy, pp. 351-362, 2018. [Online]. Available: https://doi.org/10.1007/978-3-319-95270-3_29.

    10. M. Neelam, B. Nibha, S. Sangeeta, and W. Deepak, "Importance of artificial intelligence and augmented reality in cosmetic and beauty industry post-COVID-19," World Journal of Pharmaceutical Research, vol. 9, issue 8, pp. 2296-2308, 2020. DOI: 10.20959/wjpr20208-18280.

    11. J. Heller, M. Chylinski, K. De Ruyter, and D. Mahr, "Let Me Imagine That for You: Transforming the Retail Frontline Through Augmenting Customer Mental Imagery Ability," Journal of Retailing, vol. 95, no. 2, pp. 94-114, 2019. DOI: 10.1016/j.jretai.2019.03.005.

    12. V. Lavoye, J. Mero, and A. Tarkiainen, "Consumer behavior with augmented reality in retail: a review and research agenda," The International Review of Retail, Distribution and Consumer Research, vol. 31, no. 3, pp. 299-329, 2021. DOI: 10.1080/09593969.2021.1901765.

    13. W. Boonrat, V. Vaidya, N. Baghaei, H. Sharifzadeh, A. Ahmed, and J. Casey, "Enhancing Customers' Knowledge and decision making using Augmented Reality, “Proc. the 28th International Conference on Computers in Education, vol. 1, 2019. DOI: 10.1109/CIE.2019.0048

    14. N. Ching, C. Choon, and C. Ramasamy, "Augmented Reality Marketing in Malaysia—Future Scenarios," Social Sciences, vol. 7, no. 11, pp. 3-15, 2018. Google Scholar, DOI: 10.3390/socsci7110224.

    15. Z. Abdul Nasir, A. J. Ahmed Alnagrat, and C. M. Ruzinoor, "Development and evaluation of i-Brochure: A mobile augmented reality application," Journal of Telecommunication, Electronic and Computer Engineering, vol. 8, pp. 145-150, 2016.

    16. J. Nielsen, "10 Usability Heuristics for User Interface Design," in Nielsen Norman Group, [online] Available: https://www.nngroup.com/articles/ten-usability-heuristics/, accessed Sept. 2021.

    17. T. Tsai, H. Chang, M. Yu, H. Chen, C. Kuo, and W. Wu, "Design of a Mobile Augmented Reality Application: An Example of Demonstrated Usability," in Lecture Notes in Computer Science, Springer Science+Business Media, pp. 198-205, 2016. DOI: 10.1007/978-3- 319-40244-4_19.

    18. A. Ejaz, S. A. A, M. Y. Ejaz, and F. A. Siddiqui, "Graphic User Interface Design Principles for Designing Augmented Reality Applications," Int. Journal of Advanced Computer Science and Applications, vol. 10, no. 2, 2019.

    19. S. I. Swaid and T. Z. Suid, "Usability Heuristics for M-commerce Apps," in Advances in Usability, User Experience and Assistive Technology, T. Z. Ahram and C. Falcao, Eds. Basingstoke, UK: Springer International Publishing, pp. 79-88, 2019. Available: http://link.springer.com/10.1007/978-3-319-94947-5.

    20. Arifah Fasha Rosmani, Ariffin Abdul Mutalib, and Siti Mahfuzah Sarif, "Hybridising Signaling Principle nd Nielsen's Design Guidelines In A Mobile Application," Asia-Pacific Journal of Information Technology and Multimedia, vol. 10, pp. 62-76, 2021. DOI: 10.17576/apjitm-2021-1002-05.

    21. K. Miller, M. Capan, D. Weldon, Y. Noaiseh, R. Kowalski, R. Kraft, S. Schwartz, W. S. Weintraub, and R. Arnold, "The design of decisions: Matching clinical decision support recommendations to Nielsen's design heuristics," International Journal of Medical Informatics, vol. 117, pp. 19-25, Sep. 2018. DOI: 10.1016/j.ijmedinf.2018.05.008.

    22. R. Gómez, D. Caballero, and J. L. Sevillano, "Heuristic Evaluation on Mobile Interfaces: A New Checklist," The Scientific World Journal, pp. 1–19, 2014. DOI: 10.1155/2014/434326.

    23. M. Ermiera Shafika, C. O. Azizah, and A. Nurulnadwan, “Expert Consensus on Formation of Design Principles for Malay Sign Language Mobile Application Base on Nielson’s and Molich’s Design Guideline,” TEM Journal-Technology Education Management Informatics, vol. 11. No. 2, pp 585-593, 2022.

    24. A. Darejeh and D. Singh, "A review on user interface design principles to increase software usability for users with less computer literacy," Journal in Computer Science, vol. 9, no. 11, pp. 1443-1450, 2013. DOI: 10.3844/jcssp.2013.1443.1450.

    25. T. L. Huang and F. H. Liu, "Formation of augmented-reality interactive technology's persuasive effects from the perspective of experiential value," in Internet Research, vol. 24, no. 1, pp. 82-109, 2014. DOI: 10.1108/IntR-07-2012-0133.

    26. A. Javornik, "Augmented reality: Research agenda for studying the impact of its media characteristics on consumer behaviour," Journal of Retailing and Consumer Services, vol. 30, pp. 252–261, 2016.