• français
    • English
    français
  • Login
Help
View Item 
  •   Home
  • Laboratoire Angevin de Mécanique, Procédés et InnovAtion (LAMPA)
  • View Item
  • Home
  • Laboratoire Angevin de Mécanique, Procédés et InnovAtion (LAMPA)
  • View Item
JavaScript is disabled for your browser. Some features of this site may not work without it.

A Comparative Study on Conventional versus Immersive Service Prototyping (VR, AR, MR)

Communication avec acte
Author
RAZEK, Abdul Rahman Abdel
VAN HUSEN, Christian
227067 Hochschule Furtwangen University [Furtwangen] [HFU]
PALLOT, Marc
243922 Collaborative Engineering
ccRICHIR, Simon
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]

URI
http://hdl.handle.net/10985/19457
DOI
10.1145/3234253.3234296
Date
2018

Abstract

Product prototyping, through the use of immersive technologies, has demonstrated its huge potential enabling co-creative exploration of different usage scenarios and evaluation of the User eXperience. It is already an extremely relevant and valuable activity in many industries and revealed as an essential element of experience design. Service prototyping is a new prominent progressive process used within service innovation intended to improve the service experience and quality while accelerating the service development process. Different types of service prototypes can be used to encompass all the different service elements throughout the service design and engineering processes. This paper presents a comparative study between the conventional and immersive service prototyping This comparison encompasses application, advantages and disadvantages of these different service prototyping. Several use cases of immersive service prototyping, either based on Virtual, Augmented or Mixed Reality technologies, are presented. This study aims to improve the body of knowledge on the use of immersive service prototyping. This is intended to help service designer understand what can be done with immersive service prototyping, and increase awareness on service prototyping. The main objective is to provide a guidance to service designers for selecting the most appropriate immersive service prototyping techniques per each case specificity.

Files in this item

Name:
LAMPA_VRIC_2018_RAZEK.pdf
Size:
775.9Kb
Format:
PDF
Embargoed until:
2050-12-31
View/Open

Collections

  • Laboratoire Angevin de Mécanique, Procédés et InnovAtion (LAMPA)

Related items

Showing items related by title, author, creator and subject.

  • A Proposed Research Framework and Model for Service Prototyping 
    Communication avec acte
    RAZEK, Abdul Rahman Abdel; VAN HUSEN, Christian; PALLOT, Marc; ccRICHIR, Simon (IEEE, 2018)
    Companies around the world are willing to improve their new service development process through the use of service prototyping. We report in this paper about the first part of our research study on service prototyping that ...
  • Comparing Different Performance Factors of Conventional VS Immersive Service Prototypes 
    Article dans une revue avec comité de lecture
    RAZEK, Abdul Rahman Abdel; VAN HUSEN, Christian; PALLOT, Marc; ccRICHIR, Simon (Technology and Innovation (ICE/TMC), 2019)
    Service prototyping is an innovative iterative process envisioned to enhance the service development process while refining the anticipated service experience. Immersive technologies, such as: Virtual Reality (VR), Augmented ...
  • Innovation Gaming: An Immersive Experience Environment Enabling Co-creation 
    Chapitre d'ouvrage scientifique
    PALLOT, Marc; LE MARC, Celine; SCHMIDT, Colin; MATHIEU, Jean-Pierre; ccRICHIR, Simon (Maria Manuela Cruz-Cunha, 2012)
    A number of existing innovation paradigms and design approaches such as Open Innovation (Chesbrough, 2003), User Experience (Hassenzahl & Tractinsky, 2006) and User-Centred Design (Von Hippel, 2005), as well as User-Centred ...
  • 3D-LIVE : live interactions through 3D visual environments 
    Communication avec acte
    PALLOT, Marc; DARAS, Petros; LOUP-ESCANDE, Emilie; ccRICHIR, Simon (2012)
    This paper explores Future Internet (FI) 3D-Media technologies and Internet of Things (IoT) in real and virtual environments in order to sense and experiment Real-Time interaction within live situations. The combination ...
  • Impact of Verbal Communication on User Experience in 3D Immersive Virtual Environments 
    Communication avec acte
    EYNARD, Rémy; PALLOT, Marc; CHRISTMANN, Olivier; RICHIR, Simon (2015)
    Understanding the user experience has become over the last decade a major concern for both scientific community and industry. In the field of virtual reality, user experience models have already been established, however, ...

Browse

All SAMCommunities & CollectionsAuthorsIssue DateCenter / InstitutionThis CollectionAuthorsIssue DateCenter / Institution

Newsletter

Latest newsletterPrevious newsletters

Statistics

Most Popular ItemsStatistics by CountryMost Popular Authors

ÉCOLE NATIONALE SUPERIEURE D'ARTS ET METIERS

  • Contact
  • Mentions légales

ÉCOLE NATIONALE SUPERIEURE D'ARTS ET METIERS

  • Contact
  • Mentions légales