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Virtual vs. real: exploring perceptual, cognitive and affective dimensions in design product experiences

Pizzolante, M., Bartolotta, S., Sarcinella, E.D. et al. Virtual vs. real: exploring perceptual, cognitive and affective dimensions in design product experiences. BMC Psychology 12, 10 (2024).

Virtual vs. Real: How VR Shapes Our Experience of Products

Virtual Reality (VR) is rapidly transforming how we interact with digital content, offering immersive experiences across diverse fields. In User Experience (UX) design and product development, VR provides a powerful platform for creating and testing virtual prototypes. But how does interacting with a product in VR compare to engaging with its physical counterpart? A recent exploratory study, "Virtual vs. real: exploring perceptual, cognitive and affective dimensions in design product experiences", sheds light on this critical question. This research resonates deeply with the aims of the E-MOTIONS project, which investigates how different environments, including virtual ones, shape our emotional and cognitive responses.

The Core Question: Can Virtual Truly Mirror Reality in Product Interaction?

A central challenge for designers and researchers is understanding whether the user's experience of a virtual prototype can genuinely equate to that of the real product. This is particularly important when considering the perceptual, cognitive, and affective dimensions that collectively define our interaction with an object. Can the look, feel, and emotional impact of a product be faithfully translated into a virtual space?

The Study: Testing the Graziella Bicycle Across Realities

To explore these questions, the researchers conducted a study comparing user experiences of a well-known design product: the iconic Graziella bicycle. Participants were exposed to the bicycle in one of three conditions:

  1. Physical Setting: Interacting with the actual Graziella bicycle.
  2. Sumerian VR: Viewing a virtual model of the bicycle in Amazon's Sumerian VR platform.
  3. Sansar VR: Viewing the virtual bicycle in Linden Lab's Sansar VR platform, known for its advanced graphics.

Key aspects of their experience were measured, including Emotional Engagement, Sense of Presence (the feeling of "being there"), Immersion, and the Perceived Quality of the product.

Key Findings: VR Shines in Engagement and Positive Feelings

The study yielded some fascinating results, suggesting that virtual experiences can not only match but sometimes surpass real-world interactions in certain aspects:

  • Elevated Engagement in VR: Participants in both the Sumerian and Sansar VR conditions reported significantly higher levels of engagement compared to those who interacted with the physical bicycle. This heightened engagement wasn't simply due to the novelty or "wow effect" of VR, as the study included participants with prior VR experience.
  • Increased Positive Affect in VR: The virtual experiences also elicited significantly more positive affect (emotions like joy, enthusiasm, and satisfaction) than the real-world encounter.
  • Comparing VR Platforms: When comparing the two VR platforms, the most notable distinction was in perceived Realism. The discussion suggests Sansar, with its higher graphical fidelity, generally provided a more realistic visual experience. However, both Sumerian and Sansar elicited similar levels of perceived sensor fidelity, perception of physical space, psychological involvement, and adverse reactions, as measured by the ITC-SOPI dimensions.
  • Sense of Presence and Immersion: The findings support the idea that VR can create credible and authentic experiences, making users feel genuinely present within the simulated environment.

Why Might Virtual Product Experiences Be More Engaging and Positive?

Several factors could contribute to these findings:

  • Intrinsic Appeal of VR: Even for those familiar with it, VR technology often remains intriguing and exciting, potentially boosting initial engagement.
  • Richness of the Virtual Experience: Engagement in VR is a multifaceted quality, encompassing emotional, cognitive, and sensory dimensions that can lead to a deep and rich user interaction.
  • The Power of Immersion: Well-designed VR environments can lead users to suspend their disbelief and become more emotionally involved in the experience than they might be in a more passive real-world observation.

Implications for UX Design and the E-MOTIONS Project

The results of this study have significant implications for the future of UX design and for research initiatives like the E-MOTIONS project:

  • VR as a Viable UX Tool: The research underscores the feasibility and potential of using immersive VR environments for UX evaluation and virtual prototyping. It suggests VR can effectively replicate, and in some cases enhance, aspects of real-world product experiences, potentially saving costs and time in the design process.
  • Studying Emotional Responses: For the E-MOTIONS project, this study highlights how VR can be a valuable tool to explore emotional engagement and affective responses to various stimuli, including product designs, in controlled yet impactful settings.
  • Future Research Avenues: The authors acknowledge the need for future studies to consider factors such as gender balance in participant groups, the potential cognitive load of extensive questionnaires, and the long-term sustainability of heightened engagement in VR. Furthermore, incorporating other sensory inputs, like haptic feedback to simulate tactile experiences with virtual materials, could significantly enhance the realism and effectiveness of virtual product evaluations.

Conclusion: Embracing the Virtual Frontier in Product Experience

The study "Virtual vs. real" provides compelling evidence that Virtual Reality is more than just a novel technology; it's a powerful tool that can create product experiences that are not only comparable to the real world but, in certain dimensions like emotional engagement and positive affect, potentially even more impactful. As VR technology continues to evolve, its role in understanding and shaping user experiences will undoubtedly grow. For projects like E-MOTIONS, these advancements open up exciting new avenues to explore the rich and complex interplay between technology, human perception, and emotion.



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