## 4 Findings and Discussion
### Promoting Purchase through Application Design
& [120; 121; 122] & VW \\ \cline{2-4}  & Accessibility & The use of standard protocols, software, procedures, and so on to deliver the designed artifact to a broad audience. & [123; 124; 125] & AR, VR, VW \\ \cline{2-4}  & Combining virtual environment and sociality & The design of a 3D virtual shopping mall for collaborative shopping. & [121] & VR \\ \cline{2-4}  & Intuitive virtual shop interface & The design of the user interface that provides natural interaction with the virtual objects. & [123; 126; 127] & AR, VR, VW \\ \cline{2-4}  & Scalability & The capability of an application to handle large-scale concurrent access to its services. & [46; 124] & VW \\ \cline{2-4}  & Social commerce design framework & The design principles and practices that consider multi-user activities. & [46; 128] & VW \\ \cline{2-4}  & Virtual mall & An integrated solution to 3D virtual mall creation, operation, and navigation. & [129] & VW \\ \cline{2-4}  & VR Shopping experience enhancement & Design principles and practices that generate an enjoyable shopping experience in a VR shop. & [130; 131] & VR \\ \hline \multirow{8}{*}{Customization} & Product customization & The capability to dynamically display products based on a user’s characteristics and inputs. & [117; 118; 132] & AR, VR \\ \cline{2-4}  & Product searchability and recommendation & The capability to accurately provide or recommend products based on user inputs or activities. & [133; 134; 135; 136; 121; 137; 138; 139; 140; 130; 131; 132; 133; 130; 133; 134; 135; 136] & AR, MR, VR \\ \cline{2-4}  & User-designed virtual environments for product visualization & A framework that allows customers to personalize a 3D virtual room and certain properties of the pre-defined products. & [137] & VR \\ \cline{2-4}  & Virtual shop presentation, specialization, or consumer adaption & Dynamic generation of 3D virtual shop based on a user’s characteristics and preferences. & [18; 18; 18; 18; 18; 180; 181; 182; 183; 184; 185; 186; 187; 188; 189; 190; 191; 192; 193; 194; 195; 196; 197; 198; 199; 199; 199; 190; 191; 192; 193; 194; 195; 196; 197; 198; 199; 199; 199; 199; 199; 190; 191; 193; 195; 197; 199; 198; 199; 199; 199; 192; 193; 194; 196; 199; 197; 198; 199; 199; 199; 19 all identified design artifacts and related design papers. Similarly, mapping design artifacts to boundary factors depended on either clear arguments in the design papers or judgments by all researchers. Table 9 aggregated Tables 7 and 8 to present the mappings of design artifacts and boundary factors. From Table 9, it can be observed that most designs addressed consumer's perceived ease of use, which was mapped to 14 of the 26 identified design artifacts, most of which are AR-related, either providing mobility, marker-free, standalone, and hand-free AR solutions, or pushing the evolutions of AR for the use of e-commerce with innovations in various tracking and matching algorithms. Apart from AR, design artifacts focusing on virtual shops can also contribute to ease of use, for example, intuitive shopping interfaces for object interaction, navigation aids in virtual shops, and personalized shopping experience. The use of software agents for navigation in virtual shops or decision support and client accessibility improvement based on standard software can also reduce a consumer's effort in online shopping. The second most covered boundary factor was usability, addressed in eight design artifacts, and six of them also covered ease of use. Several of these design techniques were product-oriented, such as locating the position of a retailer or a product within a large and complex 3D environment and and searching for or recommending products. In addition to ease of use, usability was mostly considered with various factors in other designs. For example, virtual store design guidelines can enhance user engagement and provide experience realism to consumers. The VR shopping experience can be improved by a multi-kinect approach for motion tracking to provide natural movement in the VR environment.