Innovative visualization techniques are transforming product presentation and playing a crucial role in a highly competitive market. Virtual Reality (VR) and Mixed Reality (MR) technologies are constantly evolving in terms of hardware, software, ergonomics, usability, quality, and efficiency, and they have become effective means of representing virtual models in various design applications. The availability and accessibility of these technologies, both in terms of hardware (e.g., Meta Quest 2 or Pico 4) and software (e.g., the "Metaverse"), are driving their adoption in product development environments and influencing the way we work and collaborate. Furthermore, continuous advancements in smartphone technology are increasingly enabling access to mixed reality environments. In fact, many companies have utilized MR in their online catalogs as an effective tool for showcasing their products (e.g., Ikea, Sephora, or L'Oreal).
In this context, it is crucial to understand how these technologies impact users' subjective impressions of a particular product, i.e., how a product is perceived, interpreted, and internalized by the consumer, as this can vary significantly depending on the presentation platform. This perceptual variation can lead to significant errors during the design process, which, in turn, can increase product costs.
This doctoral thesis presents three studies that investigate the effect of different visualization techniques on users' subjective impressions when evaluating a product. Different types of products (chairs, umbrella stands, coffee makers, and desktop phones) were selected and evaluated using product-specific Semantic Differentials. To obtain more robust results, the semantic scales were classified according to Jordan's four pleasure categories.
The obtained results indicate that the medium used to present a product has an impact on how we perceive it and our confidence in the evaluations we make about it. In this context, characteristics related to Jordan's physical pleasure were the most affected by the medium change. However, the use of VR with passive haptics helps minimize these differences through the sense of touch, while conducting joint product evaluations also reduces the differences caused by the visualization technique. These findings have significant value for product developers, marketing specialists, and designers who strive to optimize the benefits of extended reality and create more engaging and effective products.
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