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Exploring frame-based gesture design for immersive VR shopping environments

Author

Listed:
  • Huiyue Wu
  • Shengqian Fu
  • Liuqingqing Yang
  • Xiaolong (Luke) Zhang

Abstract

In the design of gesture-based user interfaces, traditional gesture elicitation studies suffer from the legacy bias problem. In this paper, we conducted an exploratory study about the practical effects of frame-based design for gestural interaction with immersive VR shopping applications. In this study, we derived gestures via the traditional guessability and the framed guessability approaches. Experimental results indicated that priming participants with a frame, or a scenario, could significantly reduce the impact of legacy bias, and result in superior gesture vocabulary. However, no evidence was found that the priming technique would generate more gesture types, which may lead to lower agreement scores due to the reduction of legacy bias. Based on our findings, we propose some concrete design guidelines for gesture-based interaction. We highlight the implications of this work for the design of all gesture-based applications.

Suggested Citation

  • Huiyue Wu & Shengqian Fu & Liuqingqing Yang & Xiaolong (Luke) Zhang, 2022. "Exploring frame-based gesture design for immersive VR shopping environments," Behaviour and Information Technology, Taylor & Francis Journals, vol. 41(1), pages 96-117, January.
  • Handle: RePEc:taf:tbitxx:v:41:y:2022:i:1:p:96-117
    DOI: 10.1080/0144929X.2020.1795261
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