Research on Influencing Factors of Web 3D User Experience with Grounded Theory
Jiangping Wan, Hui Zhang
.
DOI: 10.4236/ib.2011.33031   PDF    HTML     5,756 Downloads   9,067 Views   Citations

Abstract

The influencing factors on Web 3D User Experience are studied for online pavilion of Shanghai World Expo with grounded theory method. We discover the four influencing factors as follow: web site quality, external environmental factor, user internal factor and recommendation, and the influencing factor model of Web 3D user experience is tried to established. We also do case study for the online Guangdong pavilion of Shanghai World Expo in order improve the process to transfer original wonderful, innovative ideas into Web 3D more perfective. Finally, the areas needing further investigation are put forward.

Share and Cite:

J. Wan and H. Zhang, "Research on Influencing Factors of Web 3D User Experience with Grounded Theory," iBusiness, Vol. 3 No. 3, 2011, pp. 237-243. doi: 10.4236/ib.2011.33031.

Conflicts of Interest

The authors declare no conflicts of interest.

References

[1] B. J. Pine II and J. H. Gilmore, “Welcome to the Experience Economy,” Harvard Business Review, July-August, 1998, p. 97.
[2] M. Agrawala, W. Li and F. Berthouzoz, “Design Principles for Visual Communication: How to Identify, Instantiate, and Evaluate Domain-Specific Design Principles for Creating more Effective Visualizations,” Communications of the ACM, Vol. 54, No. 4, 2011, pp. 60-69.
[3] B. Schmitt and A. Simonson, “Market Aesthetics: The Strategic Management of Brands, Identity and Image,” The Free Press, New York, 1997.
[4] E. L. Law, V. Roto, M. Hassenzahl, A. P. Vermeeren and J. Kort, “Understanding, Scoping and Defining User ExPerience: A Survey Approach,” Proceedings of CHI’09. ACM, Boston, April 4-9 2009, pp. 719-728.
[5] M. Hassenzahl, “The Interplay of Beauty, Goodness, and Usability in Interactive Products,” Human-Computer Interaction, Vol. 19, No. 4, 2004, pp. 319-349.
[6] J. Forlizzi and S. Ford, “The Building Blocks of Experience: An Early Framework for Interaction Designers,” In D. Boyarski and W.A. Kellogg Eds., Processes, Practices, Methods, and Techniques, Proceedings of the 3rd conference on Designing Interactive Systems, Brooklyn, August 17-19, 2000 ACM, pp. 419-423
[7] J. Corbin, A. Strauss, “A Basics of Qualitative Research: Techniques and Procedures for Developing Grounded Theory,” Sage, London, 1990.
[8] M. Zyda, “Computer Science in the Conceptual Age,” Communications of the ACM, Vol. 52, No. 12, 2009, pp. 66-72. doi:10.1145/1610252.1610272
[9] K. D. Elsbach and R. M. Kramer, “Assessing Creativity in Hollywood Pitch Meetings: Evidence for a Dual- Process Model of Creativity Judgments,” The Academy of Management Journal, Vol. 46, No. 3, 2003, pp. 283-301. doi:10.2307/30040623
[10] J. Liu, X. H. Sun, “What Shapes User Experience?” Advances in Psychological Science, Vol. 19, No. 1, 2011, pp. 94-106.

Copyright © 2024 by authors and Scientific Research Publishing Inc.

Creative Commons License

This work and the related PDF file are licensed under a Creative Commons Attribution 4.0 International License.