Pragmatic and hedonic aspects of user experience in Virtual Reality: analysis of novice users’ information mediation during their first interaction with a Metaverse platform

Lucas Baptista Oliveira Souza, Aura Celeste Santana Cunha, Mariana Monteiro Xavier de Lima, Diego Enéas Peres Ricca
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Abstract

The topic of virtual and extended reality has increasingly captured the interest of developers who aim to widely adopt it among the general population. Over the last five years, significant investments in this field have brought the term “Metaverse” back into discussions as a potential ideal for social interaction within virtual environments. This paper aims to contextualize the Metaverse and its potentialities by investigating its relation to new users from a UX (user experience) design perspective. This work aims to understand the pragmatic and hedonic aspects of user experience and information mediation of novice users during their first interaction with a Metaverse application. To achieve this, we selected six users and analyzed their first interactions within the popular digital platform called “VRchat”. For data analysis, we used a method inspired by Marc Hassenzahl’s AttrakDiff tool and investigated the interactions based on three main aspects: interactivity, immersion, and self-identification. As a result, we noticed a positive impression of virtual reality (VR) on user experience after immersion. We also observed some UI (user interface) solutions that are functional, and others that are not, in an immersive interface. Based on these findings, we propose some hypotheses for solution paths to enhance these three aspects of the Metaverse experience.
虚拟现实中用户体验的实用性和享乐性:新手用户与 Metaverse 平台首次互动期间的信息中介分析
虚拟现实和扩展现实这一话题越来越吸引开发者的兴趣,他们希望在普通人群中广泛采用这一技术。在过去的五年中,对这一领域的大量投资使 "元宇宙"(Metaverse)一词作为虚拟环境中潜在的理想社交互动方式再次引起讨论。本文旨在从用户体验(UX)设计的角度出发,通过研究元宇宙与新用户的关系,对元宇宙及其潜力进行背景分析。这项工作旨在了解新用户在与 Metaverse 应用程序进行首次交互时,在用户体验和信息中介方面的实用性和享乐性。为此,我们挑选了六名用户,分析了他们在名为 "VRchat "的流行数字平台上的首次互动。在数据分析中,我们使用了一种受马克-哈森扎尔(Marc Hassenzahl)的 AttrakDiff 工具启发的方法,并从互动性、沉浸感和自我认同三个主要方面对交互进行了研究。结果,我们注意到虚拟现实(VR)给沉浸其中的用户体验带来了积极的印象。我们还观察到,在沉浸式界面中,一些用户界面(UI)解决方案是实用的,而另一些则是不实用的。基于这些发现,我们提出了一些解决方案路径的假设,以增强 Metaverse 体验的这三个方面。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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