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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Product visualization in configurators: laying the foundations for a comparative description⋆</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Andrea Petterle</string-name>
          <email>andrea.petterle@studenti.unipd.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Enrico Sandrin</string-name>
          <email>enrico.sandrin@unipd.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Cipriano Forza</string-name>
          <email>cipriano.forza@unipd.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>ConfWS'24: 26th International Workshop on Configuration</institution>
          ,
          <addr-line>Sep 2-3, 2024, Girona</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Padova</institution>
          ,
          <addr-line>Stradella San Nicola 3, 36100 Vicenza</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Visualization plays a critical role in the purchasing process, particularly for customized products, as it improves customer engagement and decision-making. Despite the importance of product configurators in presenting customized products, there is limited research on the characteristics of visualization modes that configurators employ. This study aims to address this gap by developing an evaluation framework consisting of 11 descriptive variables: embodiment, presence, interactivity, authenticity, realism, media richness, avatar similarity, functional control, visual control, interaction richness, and vividness. Each variable of the framework is defined and exemplified by practical examples. These variables, derived from the literature on e-commerce and customer experience, offer a structured framework to describe and compare product visualization modes in configurators.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;configurator</kwd>
        <kwd>product visualization</kwd>
        <kwd>virtual reality</kwd>
        <kwd>augmented reality1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>Visualization is a crucial element in the purchasing
process, especially for customized products. The
configuration process demands effort from the customer
but ultimately strengthens their bond with the product.
According to Di et al. [1: 550], images enhance attention,
trust, and conversion rates in the purchasing process.
More images provide a more complete visual
representation of the product, which is effective in
boosting sales. Interactive and visually appealing
configurators help customers make informed decisions
aligned with their expectations. Thus, visualization may
reduce choice complexity and improve consumer
benefits from customization.</p>
      <p>Effective visualization is a powerful tool for
knowledge transfer and assimilation, having been used
since ancient times [2, 3, 4]. The transfer and
assimilation of visual knowledge is simpler and faster
than that of textual knowledge [3, 4]. The textual
representation of a system of relationships through, for
example, a table may also be extremely accurate, but the
absence of visualization makes the passage of
information hermetic and tedious. This is an example of
why highly valuable work without visualization can be
difficult to understand, even for experts in the same
field, not to mention professionals from other scientific
areas [3]. In the case of customized products, the variant
may be novel and difficult to understand to the
customer, thus the use of visualization may reduce the
cognitive complexity borne by the customer at the stage
of selecting the most suitable configuration to satisfy
his/her needs.</p>
      <p>Visualization technologies are undergoing
significant advancements. For example, Apple's Vision
Pro revolutionizes visual representation by projecting
high-resolution output directly into the eyes, controlled
by eye tracking and gestures, eliminating traditional
peripherals such as mouse and keyboards [5]. Advanced
visualization methods such as augmented reality (AR),
virtual reality (VR), and mixed reality (MR) are
becoming more and more widespread. The AR, VR, and
MR market was valued at approximately $26 billion in
2021 and is expected to reach $242 billion by 2028 [6].
Consumer trends indicate that 71% would shop more
frequently using AR, 61% prefer AR-equipped stores,
0009-0000-0041-0112 (A. Petterle);
0000-0001-9170-0683 (E. Sandrin);
0000-0003-4583-2962 (C. Forza)
© 2024 Copyright for this paper by its authors. Use permitted under
Creative Commons License Attribution 4.0 International (CC BY 4.0).
and 55% find that AR makes shopping more enjoyable
[7].</p>
      <p>An important tool for presenting and selling
customized products is the configurator. However,
research on the visualization of configurable products is
limited and a comprehensive and comparative
description of the various product visualization modes
in configurators is lacking [8].</p>
      <p>This research starts to fill this gap by proposing an
evaluation framework composed of 11 descriptive
variables. These 11 variables, derived from customer
experience and e-commerce literature, enable a
systematic description of the product visualization
modes that a configurator can adopt. The framework
defines the 11 descriptive variables according to the
literature and presents examples of their modality. The
proposed framework is designed to evaluate all
visualization modes used in product configurators,
encompassing both traditional (e.g., 2D and 3D images)
and new modes (e.g., VR, AR, and MR), serving as a
consistent tool for describing and comparing different
visualization modes in configurators.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Theoretical background</title>
      <p>
        There is a need for comparative descriptions of product
visualization modes in configurators. To be able to
describe and compare in a structured way these product
visualization modes, a framework that includes a set of
description variables that allow to describe in a
structured way the visualization modes is needed. With
the goal of finding the dimensions of the framework
along which to describe and evaluate visualization
modes in configurators, the relevant literature was
searched, although it did not refer to product
configurators. Three sources [
        <xref ref-type="bibr" rid="ref10 ref11 ref12">9, 10, 11</xref>
        ] and their
references are taken as a starting point for our research.
      </p>
      <p>
        Zeng and Richardson [
        <xref ref-type="bibr" rid="ref10">9</xref>
        ] conducted a review of the
literature on product presentation characteristics in
ecommerce. This literature review synthesizes existing
research findings, explores key theoretical foundations,
and highlights the predominant research theories and
methodologies employed in the field. It also categorizes
the constructs used to describe the characteristics of
presentation formats, consumer reactions and
performance, as well as marketing effects, such as
attitudes towards the product and purchase intention.
      </p>
      <p>
        Flavián et al. [
        <xref ref-type="bibr" rid="ref11">10</xref>
        ] discussed the impact of VR, AR,
and MR on the integration of physical and virtual objects,
leading to new hybrid customer experiences. They
highlighted the lack of clear boundaries between these
technologies and experiences, proposing a new
taxonomy, the ‘EPI Cube,’ to classify current and
potential technologies that enhance customer
experiences. The ‘EPI Cube’ is based on three dimensions
of description: (technological) embodiment,
(psychological) presence, and (behavioral) interactivity.
      </p>
      <p>
        Recently, Hsu et al. [
        <xref ref-type="bibr" rid="ref12">11</xref>
        ] empirically investigated
how key variables (interactivity, authenticity, vividness,
product presence, and instant gratification) affect
impulsive purchasing intentions using AR.
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Framework for visualization description</title>
      <p>
        The framework variables are taken from the work of
Zeng and Richardson [
        <xref ref-type="bibr" rid="ref10">9</xref>
        ], Flavián et al. [
        <xref ref-type="bibr" rid="ref11">10</xref>
        ], and Hsu et
al. [
        <xref ref-type="bibr" rid="ref12">11</xref>
        ] and the references cited in these papers.
Furthermore, focused searches of literature on specific
variables and real applications were performed to clearly
define or to exemplify the variables considered in the
present framework. Through this process, 11 key
variables have been identified:
1. Embodiment
2. Presence
3. Interactivity
4. Authenticity
5. Realism
6. Media richness
7. Avatar similarity
8. Functional control
9. Visual control
10. Interaction richness
11. Vividness
      </p>
      <p>Each variable in the framework is defined and
exemplified by practical examples. By integrating and
extending previous works, this framework provides a
more comprehensive set of variables, scientifically
justified by its potential to offer a more complete and
nuanced understanding of diverse aspects of product
visualization modes for evaluating configurators.
3.1. Embodiment</p>
      <sec id="sec-3-1">
        <title>3.1.1. Definitions</title>
        <p>
          “Ihde [
          <xref ref-type="bibr" rid="ref13">12</xref>
          ] regarded embodiment as situations in which
technological devices mediate the user's experience and,
as a consequence, the technology becomes an extension
of the human body and helps to interpret, perceive and
interact with one's immediate surroundings” [10: 550].
        </p>
        <p>
          Technological embodiment involves two important
factors: sensory stimulation [
          <xref ref-type="bibr" rid="ref11 ref14 ref15">10, 13, 14</xref>
          ], i.e., the process
of activating and responding to the body's senses
through received stimuli [
          <xref ref-type="bibr" rid="ref14 ref15">13, 14</xref>
          ]; and immersion [
          <xref ref-type="bibr" rid="ref11 ref14 ref16">10, 13,
15</xref>
          ], i.e., the ability of the technology to allow users to
better focus on what is in front of them and to extend
their perception of time; it can have positive effects on
experience satisfaction [
          <xref ref-type="bibr" rid="ref11 ref17">10, 16</xref>
          ].
        </p>
      </sec>
      <sec id="sec-3-2">
        <title>3.1.2. Examples</title>
        <p>
          Intraocular lenses, which belong to the category of
devices implanted in the human body, guarantee a
maximum level of embodiment. They are small contact
lenses that are permanently implanted in the eye in
order to restore the visual capacity that has been
impaired as a result of operations or pathologies
affecting this apparatus [
          <xref ref-type="bibr" rid="ref18">17</xref>
          ]. Embodiment is maximized
because the user is unaware that he or she is wearing a
device, but benefits from countless advantages in daily
life; in this case, the technology is in complete symbiosis
with the human body and acts as an extension of it.
        </p>
        <sec id="sec-3-2-1">
          <title>3.2. Presence</title>
        </sec>
      </sec>
      <sec id="sec-3-3">
        <title>3.2.1. Definitions</title>
        <p>
          Vonkeman et al. [18: 1039] define presence as "the
degree to which an online product experience appears to
be unmediated, rather than mediated”. They build upon
the definition of Waterworth et al. [
          <xref ref-type="bibr" rid="ref20">19</xref>
          ], which describe
“presence as a concept that provides the user with the
illusion of nonmediation, is driven by external
technological sensory cues, and is subjective in nature
by focusing on the experience of the user” [18: 1039].
        </p>
        <p>
          Flavián et al. [10: 551] regard presence “as a
psychological stage (not related to a specific technology)
and the medium is simply the way to arrive at that stage
[
          <xref ref-type="bibr" rid="ref21">20</xref>
          ]”. They define presence as “the user's sensation of
being transported to a distinct environment outside the
real human body [
          <xref ref-type="bibr" rid="ref14">13</xref>
          ]” [10: 551].
        </p>
      </sec>
      <sec id="sec-3-4">
        <title>3.2.2. Examples</title>
        <p>
          Presence is a highly subjective sensation and can
therefore be evoked in different ways depending on the
user in question. This perception can be evoked by
reading a book, listening to a song, and interacting with
video games [
          <xref ref-type="bibr" rid="ref11 ref22">10, 21</xref>
          ]. Books and video games allow one
to identify with the story: in a detective story, one can
identify with the investigator, while in an adventure
game, one plays the role of the protagonist directly.
Music allows us to abstract from the real world through
lyrics or specific sounds, such as the rhythm in South
American music, which can make us imagine being in
those faraway places.
        </p>
        <p>
          Presence can be provoked in a virtual environment
when there is a sense of 'illusion of place' [
          <xref ref-type="bibr" rid="ref11 ref23">10, 22</xref>
          ].
Virtual reality systems, such as visors, can facilitate this
factor by providing deep sensory stimulation that is so
immersive that they can cause a nausea-like disturbance
related to perceived movement within the device [
          <xref ref-type="bibr" rid="ref24">23</xref>
          ].
        </p>
        <sec id="sec-3-4-1">
          <title>3.3. Interactivity</title>
        </sec>
      </sec>
      <sec id="sec-3-5">
        <title>3.3.1. Definitions</title>
        <p>
          Interactivity is defined as “the extent to which users can
participate in modifying the form and content of a
mediated environment in real time” [24: 84]. It regards
“the users' capacity to modify and receive feedback to
their actions in the reality where the experience is taking
place [
          <xref ref-type="bibr" rid="ref26 ref27">25, 26</xref>
          ]. […] Interactivity is a behavioral factor in
that users have the ability to control and manipulate the
environment that is in front of them [
          <xref ref-type="bibr" rid="ref28">27</xref>
          ]” [10: 552].
        </p>
        <p>
          The mechanistic or structuralist approach [
          <xref ref-type="bibr" rid="ref29">28</xref>
          ]
“considers interactivity as the response to the attributes
of the technology and proposes that it can be enhanced
through the development of these technologies” [10:
552].
        </p>
        <p>
          Interactivity is not a yes/no property: it is a matter
of degree. “Degree to which users of a medium can
manipulate the form or content of the mediated
environment” [9: 5] [e.g., 18, 29]. In the case of AR, Hsu
et al. [11: 5] define interactivity as the “degree to which
users can choose, browse, and look up product
information and provide feedback through an AR app
[
          <xref ref-type="bibr" rid="ref25 ref31">24, 30</xref>
          ]”.
        </p>
      </sec>
      <sec id="sec-3-6">
        <title>3.3.2. Examples</title>
        <p>The characteristic of interactivity is easily found in the
everyday life of each individual; just think of the use of
a computer or a smartphone, where a multitude of
interactions take place, consisting of making changes to
the system and receiving feedback on them.</p>
        <p>
          In virtual reality devices, it turns out that the control of
navigation is the basic level of interactivity present;
think of the first prototype ‘Sensorama,’ which played
short films and multimedia content with the
involvement of multiple senses [
          <xref ref-type="bibr" rid="ref32">31</xref>
          ].
        </p>
        <p>
          An internal tool such as the viewer can present both
levels of interactivity: while watching a film, the device
allows viewing in a controlled navigation mode; on the
other hand, while playing a video game, using the
joystick and tactile devices (such as suits and gloves),
one can modify and monitor the state of the objects
presented [
          <xref ref-type="bibr" rid="ref11 ref23">10, 22</xref>
          ]. The same is true for an external tool
such as a computer. When buying a product on Amazon,
the process is controlled and the consumer simply
follows the predetermined steps. In contrast, when using
a product configurator such as Nike's, the customer is
able to manipulate and configure the product as he or
she wishes.
        </p>
        <sec id="sec-3-6-1">
          <title>3.4. Authenticity</title>
        </sec>
      </sec>
      <sec id="sec-3-7">
        <title>3.4.1. Definitions</title>
        <p>
          Authenticity is the “degree to which users understand a
product based on their prior consumption experience,
knowledge, or time and space in an AR app
environment” [11: 5]. The concept of authenticity by
Grayson and Martinec [
          <xref ref-type="bibr" rid="ref33">32</xref>
          ] is examined in relation to
consumers' evaluation of market offerings. This
approach distinguishes the two types of authenticity:
•
•
        </p>
        <p>Indexical authenticity gives the term
'authentic' the meaning of describing
“something that is thought not to be a copy or
an imitation [33: 400, 34: 157]” [32: 297].</p>
        <p>Iconic authenticity gives the term 'authentic'
the meaning of describing “something whose
physical manifestation resembles something
that is indexically authentic. Authors
sometimes distinguish this sense of
authenticity from indexical authenticity by
using phrases such as ‘authentic reproduction’
or ‘authentic recreation’ [33: 399, 35: 421-422,
36: 208]” [32: 297].</p>
        <p>Algharabat and Dennis [37: 6] propose the following
definition of “perceived authenticity in a
computermediated environment: Authenticity is a psychological
state in which virtual objects presented in 3D in a
computer-mediated environment are perceived as actual
objects in a sensory way” [37: 6].</p>
      </sec>
      <sec id="sec-3-8">
        <title>3.4.2. Examples</title>
        <p>
          According to the definition of indexical authenticity,
Jimmy Stewart's handprints in the concrete of
Grauman's Chinese Theatre in Los Angeles are
considered authentic if they are perceived to be the
actor's original and genuine handprints [
          <xref ref-type="bibr" rid="ref33 ref39">32, 38</xref>
          ].
According to the description of iconic authenticity,
silver pieces available in a museum gift shop are
considered authentic because they are believed to bear
remarkable similarities to coins produced by Spanish
colonies in the 16th century [
          <xref ref-type="bibr" rid="ref33 ref40">32, 39</xref>
          ]. Furthermore, to
judge the authenticity of a Victorian-era chair, a
consumer must have some basic or more detailed idea of
how it looks and how it is used [
          <xref ref-type="bibr" rid="ref33">32</xref>
          ].
        </p>
        <p>
          In general, a product image that can be considered
authentic is a photograph of it, as it allows the user to
see the actual condition and characteristics of the item.
The product configurator of the company Design Italian
Shoes [
          <xref ref-type="bibr" rid="ref41">40</xref>
          ], thanks to its 3D model animation, allows the
buyer to perceive the displayed article as tangible. Due
to this function, the visual sense processes a concrete
image of the item to be purchased.
3.5. Realism
3.5.1. Definitions
“Realism refers to the extent to which one believes the
virtual environment is real [
          <xref ref-type="bibr" rid="ref42">41</xref>
          ] – the degree to which
one feels the virtual space represents the actual physical
space” [29: 1055]. It also “refers to the perceived
correspondence between a technology-mediated
experience and a similar experience not mediated by
technology [
          <xref ref-type="bibr" rid="ref43">42</xref>
          ]” [43: 3].
        </p>
      </sec>
      <sec id="sec-3-9">
        <title>3.5.2. Examples</title>
        <p>
          When designing a building, architects take advantage of
3D virtual environments, software with a high degree of
realism, in which physical spaces that do not yet exist
can be created and experienced [
          <xref ref-type="bibr" rid="ref30">29</xref>
          ].
        </p>
        <p>
          Van der Land et al. [
          <xref ref-type="bibr" rid="ref30">29</xref>
          ] state that when the degree
of realism of a virtual environment reaches the affinity
of the real world, the user is assisted by the technology
in the process of making decisions and understanding
their concrete problem.
        </p>
        <p>
          The 'Street View' feature of Google Maps provides a
realistic visualization of the route or location that the
individual is searching for. Thanks to this feature, the
user can get an idea of what he or she will be facing in
the real future, helping to increase safety. Manufacturers
of in-car navigation assistance devices offer reality
visualization features that help drivers. For example,
they provide high-quality images when approaching a
motorway exit or give advice on which lane to take in
situations with complex arterial roads [
          <xref ref-type="bibr" rid="ref45">44</xref>
          ].
        </p>
        <sec id="sec-3-9-1">
          <title>3.6. Media richness</title>
        </sec>
      </sec>
      <sec id="sec-3-10">
        <title>3.6.1. Definitions</title>
        <p>
          Media richness regards the “extent to which interface
facilitates communication [
          <xref ref-type="bibr" rid="ref46">45</xref>
          ]” [9: 5]. “Media can be
characterized as high or low in 'richness' based on their
capacity to facilitate shared meaning” [46: 358].
According to Daft et al. [
          <xref ref-type="bibr" rid="ref47">46</xref>
          ], this factor is based on a
combination of four criteria.
        </p>
        <p>
          1. Feedback: instant feedback that allows for
specific questions and corrections during the
interaction;
2. Multiple cues: a range of cues from which a
message can be composed, including physical
presence, body gestures, graphic symbols,
numbers, and words;
3. Language variety: the range of meanings that can
be conveyed by language symbols. For example:
numbers convey greater precision than natural
language, while the latter helps to convey
understanding of a wider range of ideas and
concepts [
          <xref ref-type="bibr" rid="ref47">46, 47</xref>
          ];
4. Personal focus: a message is conveyed more fully
when its communication evokes personal feelings
and emotions.
        </p>
      </sec>
      <sec id="sec-3-11">
        <title>3.6.2. Examples</title>
        <p>
          The following four media channels (unaddressed
documents, addressed documents, telephone, and
faceto-face) are based on the hierarchy proposed by Daft et
al. [
          <xref ref-type="bibr" rid="ref47">46</xref>
          ] and are presented in ascending order of media
richness, from low to high.
        </p>
        <p>Examples of unaddressed documents are fliers,
bulletins, and standard quantitative reports. They
mainly use messages consisting of three signals: graphic
symbols, words, and numbers. They are useful for
communicating quantifiable information, but they lack
the ability to convey articulated ideas and concepts.
They also lack personalization because they are
delivered to a large audience and it is impossible to get
feedback.</p>
        <p>Addressed documents, such as letters, express
written information. They are suitable for presenting
personalized content tailored to the individual, thus
creating a psychological connection with the reader.
Despite this positive criterion, the feedback is still slow.</p>
        <p>The telephone call has the ability to provide
feedback quickly. Interlocutors rely on their own voice,
tone, and language skills to convey messages. This type
of channel, which uses natural language communication
in real time, is quite rich. A rich communication tool
facilitates intuition and allows for rapid understanding
of the content presented.</p>
        <p>The 'face-to-face' conversation is considered to be
the form of interaction with the highest level of this
factor. It allows for a rapid exchange of feedback and the
creation of a direct connection with the interlocutor. The
sender sends multiple signals, making the message
comprehensive; the receiver develops empathy more
quickly and the content may evoke emotions in him/her.</p>
        <sec id="sec-3-11-1">
          <title>3.7. Avatar similarity</title>
        </sec>
      </sec>
      <sec id="sec-3-12">
        <title>3.7.1. Definitions</title>
        <p>The avatar is everyone's technological alter ego and the
digital representation that each user chooses to identify
themselves in an online community.</p>
        <p>Avatar similarity is defined “as the perceived
similarity between the avatar' s physical appearance and
the user's physical appearance; the extent of an avatar's
similarity is regarded as the degree of reflection of
selfconcept" [48: 715]. The construction of this virtual
element involves the creation of a bond with it, as it is
seen as a representation of oneself within the simulated
environment [48, 49, 50].</p>
      </sec>
      <sec id="sec-3-13">
        <title>3.7.2. Examples</title>
        <p>Suh et al. [48] highlight methods that allow the
generation of an avatar in its likeness. We begin with
the production of an avatar that incorporates the feature
of facial similarity. Two production methods are
presented: a three-dimensional facial scan and the
selection of a generic face among those proposed, with
modifications of the features considered significant. A
3D scanner makes it possible to obtain the precise shape
of the face; during the scan, several high-resolution
digital photographs are taken, resulting in a virtual face.
The subject will undoubtedly perceive a closer
resemblance to the first process described. In a very
similar way, body similarity has been achieved using
three-dimensional body scanning and the use of the
body mass index. Although it is clear that the first
technique gives a better result, it has a number of
limitations, such as the cost of the machine and a
difficult detection procedure. The second method
requires the subject to enter values such as height,
weight, and age, and to select the body shape that most
resembles their own from those presented. One hundred
body shapes are included in the database, and the system
processes the most suitable according to the data
received; the user can then model the features that he or
she considers most important.
3.8. Functional control
3.8.1. Definitions
“Functional control enables consumers to explore and
experience different features and functions of products”
[51: 111]. Functional control regards the “manipulation
of product functionality to understand how a product
works [51]” [9: 5].</p>
      </sec>
      <sec id="sec-3-14">
        <title>3.8.2. Examples</title>
        <p>The functional control enabled by software such as
Shockwave allows consumers to test different attributes
of products on their computers [51].</p>
        <p>An obvious demonstration is online interaction with
some product configurators, such as those for electronic
watches [51]. As the user adds new features, such as
buttons to the item, the cyber product is updated, and its
virtual operation mirrors real behavior. Reactions, such
as the sound produced by pressing a button, can be
reproduced by the sound emitted by clicking on the
virtual representation of that particular item.</p>
        <p>It is worth mentioning PhET's website for creating
simulated electrical circuits, as it clearly implements this
factor. By simply clicking on the various objects
presented in the interface, it is possible to create an
electrical circuit and simulate it so that the user can
understand how it works in order to implement it in
practice.
3.9. Visual control
3.9.1. Definitions
“Visual control enables consumers to manipulate Web
product images, to view products from various angles
and distances” [51: 111]. It regards the “manipulation of
product images to understand product looks by moving,
rotating and zooming [51]” [9: 5].</p>
      </sec>
      <sec id="sec-3-15">
        <title>3.9.2. Examples</title>
        <p>Functionalities such as panning, rotating and zooming a
virtual product image allow the user to enjoy visual
control. The latter, implemented in software such as
QuickTime and Flash, allows consumers to manage
visual operations using the mouse and keyboard [51].</p>
        <p>This factor is particularly noticeable when
interacting with the graphical representations in online
configurators. Ikea's virtual environment allows for an
extremely detailed visual experience for the consumer
[52]. Once the room has been configured, it is possible
to move around the room using the mouse to view any
details.</p>
        <sec id="sec-3-15-1">
          <title>3.10. Interaction richness</title>
        </sec>
      </sec>
      <sec id="sec-3-16">
        <title>3.10.1. Definitions</title>
        <p>Interaction richness is the “possibility of interaction
with products and seller [53]” [9: 5]. It is also useful to
quote the definition of ComputerLanguage.com [54],
where ‘rich interaction’ is described as a beneficial and
pleasant user experience when using an electronic
device. It is worth pointing out that the concept of ‘rich’
is constantly evolving according to the technologies
available; in fact, today it means software with a very
intuitive and easy-to-use interface, while in the future it
will be through tools such as automatic assistance and
voice recognition.
3.10.2. Examples
The experiment by Jahng et al. [53] provides two
examples with different levels of interaction richness for
each of the dimensions mentioned above. The richness
of interaction with the salesperson can be achieved
through two means of communication: email and an
interface implementing real-time two-way audio and
one-way video. It is clear that the second interaction is
richer because it makes the product presentation more
effective and the communication support to the
customer more direct.</p>
        <p>On the other hand, the richness of the interaction
with the product can take the form of a simple static
image associated with a textual description of the
specifications, or an interactive three-dimensional test
of the product features accompanied by an explanation.</p>
        <p>
          The effectiveness of the latter is obvious, as it allows
better manipulation to understand the features and
overall functioning of the product. Banking service sites
such as Fineco offer a feature such as 'live chat'. Live chat
is a type of customer service software that allows
visitors to interact with operators in real time and
through a chat window [55]. It is clear that effective
customer service is provided through interactive
interfaces that allow the user to engage in profitable
communication before and after purchase.
3.11. Vividness
3.11.1. Definitions
“Vividness means the representational richness of a
mediated environment as defined by its formal features,
that is, the way in which an environment presents
information to the senses” [24: 75]. “Vividness refers to
the abundance of information that an external
environment (e.g., AR app) gives to the human senses,
of which perceptual breadth and perceptual depth are
the two primary variables [
          <xref ref-type="bibr" rid="ref25">24</xref>
          ]” [11: 4]. “Perceptual
breadth refers to the extent to which an individual
utilizes multiple sensory modalities to perceive
information simultaneously” [11: 4]. “Perceptual depth
is defined as the measure of both the quantity and
quality of information received by the senses” [11: 4].
3.11.2. Examples
“The quality of the media directly impacts perceptual
depth, and more advanced technology (e.g., AR)
generally has better perceptual depth performance” [11:
4]. Vonkeman et al. [
          <xref ref-type="bibr" rid="ref19">18</xref>
          ] present interesting examples of
vividness while investigating the effect of different
product (in the specific case sunglasses) display formats,
namely: static images, 360-degree rotation tool and
virtual mirror.
        </p>
        <p>The static images are captured by a simple camera
and are noninteractive, whereas the 360-degree rotation
tool allows the displays to be rotated by clicking and
dragging the mouse. A webcam captures the
participants' faces and transfers them to the screen via a
‘virtual mirror’ application by placing the product on it.
The three presentation modes differ in terms of
vividness, particularly in terms of depth, i.e., the quality
of sensory stimulation provided. Static images provide
fixed visual input and elicit the lowest level, while the
360-degree rotation tool and the 'virtual mirror' provide
higher levels through real-time manipulation. The latter,
in particular, through the captured image of the face,
provides a higher quality of representation, and thus a
higher level of vividness.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Discussion and conclusion</title>
      <p>This paper continues the line of research regarding
visualization in configurators [e.g., 8, 56]. In particular,
it contributes to that line by distinguishing dimensions
for describing and evaluating product visualization
modes by drawing on literature from e-commerce and
customer experience. Based on literature on e-commerce
and customer experience we identified a list of 11
variables that can be used as a framework for describing
and evaluating all product visualization modes in
configurators. Each variable of the framework is defined
and exemplified by practical examples.</p>
      <p>While this study provides a starting point for
evaluating product visualization modes in configurators,
it predominantly draws from the e-commerce domain.
Consequently, certain aspects specifically related to the
VR/AR/MR domain may not be fully captured. For
example, in immersive environments, flow, motion
sickness, dizziness due to avatar similarity, and the
uncanny valley effect may arise. Future research could
integrate insights from related disciplines, particularly
those focusing on immersive technologies, to enrich the
framework or to identify relationships among the
framework's variables and other relevant outcome
variables.</p>
      <p>Additionally, we acknowledge that some of the
proposed 11 variables may be correlated. However, at
this stage, there is no empirical or theoretical basis to
reduce them to a smaller set. We believe it is beneficial
to present all variables and address potential
consolidation in future research.</p>
      <p>Regarding the practical contributions of this study,
the identified dimensions can serve as valuable tools for
managers who need to select visualization alternatives
and for designers responsible for developing product
visualization interfaces in configurators. The proposed
framework, when applied to describe and compare
different visualization modes, allows the presentation
and comparison of the unique features, advantages, and
disadvantages of the modes. This detailed description is
effective for managers and designers who are choosing
the most suitable product visualization mode for their
specific context, providing crucial support during the
evaluation process. Additionally, this framework allows
one to systematically compare these visualization
modes, simplifying the decision-making process.</p>
      <p>However, the study did not apply these evaluation
dimensions to the various visualization modes in
configurators, which would further benefit both
managers and designers. Therefore, the next step
involves characterizing these visualization modes on the
basis of the 11 dimensions that comprise the proposed
framework. To achieve this, it is necessary to develop
appropriate measurement metrics. While some metrics
have already been proposed in the literature, others will
need to be developed. In any case, it is crucial to adapt
these metrics and test their effectiveness within the
context of configurators.</p>
      <p>Finally, new technologies come with limitations in
costs and benefits. High development and
implementation costs, including hardware and software,
can be significant barriers. User accessibility and the
need for specialized equipment could also limit
adoption. For products not requiring spatial interaction
or immersive experiences, traditional visualizations can
still provide a satisfactory configuration experience at a
lower cost. Future research should explore cost-benefit
analyses to identify scenarios where advanced
visualization modes offer distinct advantages over
conventional approaches.</p>
    </sec>
    <sec id="sec-5">
      <title>Acknowledgements</title>
      <p>The authors thank the University of Padova for funding
projects DOR2334949 and DTG SID 2024.
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