The study of experience in the interaction with goods, both physical and virtual, is consistently affected by the role of the context in which this interaction occurs. The paper analyses the global problem starting from three independent variables: product, people and context, and focuses on the analysis of single couples of independent variables: goods-person, goods-context and person-context. From this analysis it is derived a general framework oriented to the experimenting and validation of the use of Virtual Prototyping to optimize the perceived value of products To-Be.

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