E-commerce

Many times, obstacles that face novice users upset them and the whole e-shopping experience ends in frustration. Instead of supporting users, IT is making things more complex. As a direct consequence, users may simply turn to the competition or decide to go back to the traditional way of shopping: ask friends to accompany them, visit shops, talk to vendors, and bargain for better deals. It should be noted that once IT is introduced into the process, the “social context” is ignored. One of the challenges that needs tackling in the near future is how to integrate the social context into the development of any user-oriented systems.

Schummer argues that while e-commerce applications aim at easing the process of shopping by simulating real world experiences, these applications unfortunately do not include social factors in their simulation. Users are mainly kept separated and everyone is shopping as if they were alone in an empty store. A survey done in Schummer reported the importance of the social factors and showed that 90% of shoppers prefer to communicate while shopping. Furthermore, according to Kraft, Pitsch, and Vetter, the current malls on the Internet are characterized by a 2D representation, navigation according to links, single-user environments, and static environments that lack realism and interactivity.

In contrast, the shopping process in real life is definitely a social one where people can get advice and share their experiences with others. To deal with some of the obstacles to e-commerce, several experimental technologies (for example, software agents, Web services) that aim at supporting users are now available. The purpose of these technologies is to attract more consumers and encourage them to participate in online business.