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The Interplay of Subjective Quality Evaluation, Prototyping Technologies and the User's Technology Acceptance

Published online by Cambridge University Press:  26 May 2022

T. Buker*
Affiliation:
Friedrich-Alexander-Universität Erlangen-Nürnberg, Germany
F. Endress
Affiliation:
Friedrich-Alexander-Universität Erlangen-Nürnberg, Germany TUM School of Engineering and Design, Technical University of Munich, Germany
J. Miehling
Affiliation:
Friedrich-Alexander-Universität Erlangen-Nürnberg, Germany
S. Wartzack
Affiliation:
Friedrich-Alexander-Universität Erlangen-Nürnberg, Germany

Abstract

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Subjective product quality is a fundamental aspect to maintain a high level of user acceptance and to provide a good user experience. Prototypes can be used to evaluate subjective product quality in early design phases. We conducted an empirical study to examine the influence of different (re)presentations of prototypes determined by the chosen technology (2D image, VR, AR, 3D print) and the user's technology acceptance. Based on the results we recommend 2D images as most reliable for evaluating subjective product quality.

Type
Article
Creative Commons
Creative Common License - CCCreative Common License - BYCreative Common License - NCCreative Common License - ND
This is an Open Access article, distributed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives licence (http://creativecommons.org/licenses/by-nc-nd/4.0/), which permits non-commercial re-use, distribution, and reproduction in any medium, provided the original work is unaltered and is properly cited. The written permission of Cambridge University Press must be obtained for commercial re-use or in order to create a derivative work.
Copyright
The Author(s), 2022.

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