Publication:
Speculative Design for the Metaverse: Anti-Experiences in Virtual Retail

dc.contributor.coauthorCilizoglu, Serra (58769165300)
dc.contributor.coauthorHan, Jihae (57221085458)
dc.contributor.coauthorYantaç, Asım Evren (14013414800)
dc.contributor.departmentKUAR (KU Arçelik Research Center for Creative Industries)
dc.contributor.kuauthorPhD Student, Cılızoğlu, Serra
dc.contributor.kuauthorFaculty Member, Yantaç, Asım Evren
dc.contributor.schoolcollegeinstituteResearch Center
dc.date.accessioned2025-09-10T05:00:15Z
dc.date.available2025-09-09
dc.date.issued2025
dc.description.abstractRetail experiences in the Metaverse are becoming increasingly popular, driven by a business model that relies on brand engagement and user-generated virtual worlds (UGVWs). While much attention has been given to ideal design patterns for enhancing user engagement, there is a need for a critical examination of pain points that negatively impact their virtual product experiences. This study introduces anti-experiences as a methodological contribution, using speculative design to deliberately explore undesirable design elements and highlight engagement barriers in these virtual product experiences. Through group co-design and storyboarding, we conducted workshops with 30 participants using the Roblox platform as a case study, including XR designers, physical-world designers, and non-users of the Metaverse. Through this process, participants identified three key pain points: (1) missing diegetic elements, (2) fragmented social interactions, and (3) navigational ambiguity. By developing anti-design storyboards, participants critically examined how these pain points affect user engagement and satisfaction, uncovering potential risks and limitations of current Metaverse retail experiences. From these findings, we propose three key design insights to enhance virtual shopping environments: (1) Introducing play and balancing risk, (2) Shopping together between realities, (3) Orchestrating sensory richness and subtlety. © 2025 Elsevier B.V., All rights reserved.
dc.description.fulltextNo
dc.description.harvestedfromManual
dc.description.indexedbyScopus
dc.description.publisherscopeInternational
dc.description.readpublishN/A
dc.description.sponsoredbyTubitakEuN/A
dc.identifier.doi10.1145/3698061.3726931
dc.identifier.embargoNo
dc.identifier.endpage127
dc.identifier.isbn9798400712890
dc.identifier.quartileN/A
dc.identifier.scopus2-s2.0-105010334812
dc.identifier.startpage113
dc.identifier.urihttps://doi.org/10.1145/3698061.3726931
dc.identifier.urihttps://hdl.handle.net/20.500.14288/30457
dc.keywordsHuman Computer Interaction
dc.keywordsHuman Engineering
dc.keywordsInteractive Computer Graphics
dc.keywordsProduct Design
dc.keywordsUser Experience
dc.keywordsVirtual Reality
dc.keywordsBusiness Models
dc.keywordsCo-designs
dc.keywordsDesign Elements
dc.keywordsDesign Patterns
dc.keywordsMetaverses
dc.keywordsMethodological Contributions
dc.keywordsUser Engagement
dc.keywordsUser-generated
dc.keywordsVirtual Product Experience
dc.keywordsVirtual Worlds
dc.keywordsSales
dc.language.isoeng
dc.publisherAssociation For Computing Machinery, Inc
dc.relation.affiliationKoç University
dc.relation.collectionKoç University Institutional Repository
dc.titleSpeculative Design for the Metaverse: Anti-Experiences in Virtual Retail
dc.typeConference Proceeding
dspace.entity.typePublication
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relation.isOrgUnitOfPublication.latestForDiscovery738de008-9021-4b5c-a60b-378fded7ef70
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