We provide services worldwide in many fields, including SaaS Products, High-tech products, and both digital & physical products in the fields of virtual reality, medical and sports services, medical technologies, cutting-edge sports equipment, machine design, sustainability & sustainable management, green (energy-efficient and high-performance) products, green building, green marketing, behavioral and social sciences, as well as project and organizational management
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Problem Statement
The applicability of VR in evaluating user satisfaction and perceived quality of buildings.
Can researchers apply immersive virtual environments (IVEs) to measure psychometric variables and user feelings of a building? Can VR potentially be effective and useful in creating accurate mental models for users?
Research Approach and Methodology
VR enables people to experience the feeling of actually being in another place through a computerized scenario that simulates an immersive and lifelike experience grounded in reality.
This research applied the world’s most open and advanced real-time 3D creation tools and professional 3D computer graphic programs to model and simulate building and provide teleportation in virtual reality.
In this study, quantitative research, in-person & moderated usability testing, and comparative analysis were conducted to examine the applicability VR approach to compare psychometric variables and users' relative evaluation and feelings from a simulated building in VR with a real building in a realistic environment.
In addition, quantitative research, remote & unmoderated usability testing, and comparative analysis were conducted to examine the applicability video recording approach to compare psychometric variables and users' relative evaluation and feelings from a high-definition recording of a real building with that building in a realistic environment.
As a result, VR can simulate the physical environment, provide teleportation, and create realistic interaction with objects, which can create a new approach to measuring and evaluating psychometric variables when conducting UX research.
Data Analysis, Design, and Modeling Tools
Qualtrics, G*Power, SPSS, Anova Test, Microsoft Power BI, 3Ds MAX, VRAY engine, AutoCAD, Unreal engine
Problem Statement
The need to create a comprehensive website that illustrates ISS's capabilities and advantages to both academics and practitioners.
Research Approach and Methodology
Since the website is intended to serve both academics and practitioners, it must be simple, understandable, and practical for both academics and practitioners. The website should add value to the business in terms of financial benefit, user engagement, and user growth.
In this study, through cross-functional project workflow and agile management, strategic research was conducted to determine the end users of the website, identify any problems on the existing websites of most research companies inside and outside the United States, as well as to understand users’ expectations. Building user personas was one of the outcomes of this stage.
In the next step, in-depth design and tactical research were conducted to figure out all steps and resources for creating the website.
After building the prototype, exploratory, qualitative research, and remote & moderated usability study were conducted on both academic and expert users to assess the usefulness, usability, and desirability of the product.
The goal was to design a website that satisfies both academic and practitioners' needs and requirements for a seamless signature experience.
As a result, based on the reports recorded, the ISS website has a high conversion rate, viewers, and communicators.
Data Analysis, Design, and Modeling Tools
Trello, Qualtrics, open-ended questionnaires, Phone/video interviews, In-depth interviews, Zoom, G*Power, Dedoose, Google analytics, Figma, Photoshop, Adobe Illustrator
Problem Statement
Stosa offers beautiful Italian storage system that combines your personal style with functionality.
To add value to their business, products, and customers, they aimed to better understand users and identify opportunities to improve the website.
Research Approach and Methodology
In the first step, the end users of this product were identified.
In the next step, as part of the evaluation research, feedback, needs, and expectations of users were collected through explorative usability testing and a qualitative research approach.
In the last step, data were analyzed to identify opportunities and find out the user needs for the new features besides evaluating the product's effectiveness and the user interaction with the product.
Data Analysis, Design, and Modeling Tools
Qualtrics, In-depth user interviews, open-ended questionnaires, G*Power, Dedoose
Problem Statement
What is a practical framework for implementing agile project management in Trello in conducting UX services for any new and existing products, services, or processes throughout the product development life cycle?
The agile methodology brings rapid changes and flexibility to a business, which is why it is preferred by businesses and teams.
Trello gives the team the ability to apply the agile methodology to effectively handle projects and tasks. It’s easy to use and offers a visual approach to project management. Teams can use Trello’s board, lists, and cards to create visual representations of their tasks. The tasks are moved through predetermined stages to track progress and identify bottlenecks.
Companies apply Trello for implementing agile project management in conducting UX research and UX design on new and existing products, services, or processes.
Implementing all phases of the project management process in an agile environment makes bewilderment for these companies, especially managing a large number of complex projects.
Research Approach and Methodology
Through explorative, remote & moderated usability study on some international companies working on UX research and UX design projects, the functionality, usefulness, usability, and desirability of this agile framework defined in Trello were evaluated.
The framework was revised and redesigned several times based on the feedback received from project managers.
As a result, a practical framework in Trello was proposed for implementing all phases of agile project management in conducting UX research and UX design for any new and existing products throughout the product development life cycle. This framework includes all the following phases of project management that are aligned with scrum and agile environments:
- Initiate the project
- Planning the project
- Executing the project
- Monitoring & controlling the project
- Closing the project
Data Analysis, Design, and Modeling Tools
Training sessions, Trello, Qualtrics, open-ended questionnaires, Phone/video interviews, In-depth interviews, Zoom, G*Power, Dedoose
Problem Statement
Our client was a biomedical engineering company that designs and manufactures skull structures with Polyether ether ketone (PEEK) material a semi-crystalline organic thermoplastic polymer. PEEK is the preferred material for cranioplasty implants in hospitals around the world. It is the “gold standard” for large defects and also well-suited for small and standard defects.
Cranioplasty is a surgical procedure to repair bone defects in the skull that is left behind after a previous operation or injury. The reasons for Cranioplasty are:
- When a cranial defect exposes the brain to damage.
- When cranial correction improves the patient's neurological function.
- When the shape and appearance of the deformed skull affect the appearance and self-confidence of the patient.
- When injuries and headaches caused by previous surgery bother the patient.
Many companies are designing and manufacturing cranial structures using different materials such as titanium (MESH) and bone cement (PMMA).
Our client wanted to evaluate competitors' products and services to determine their strengths, weaknesses, and existing product problems. In addition, they wanted to gain insight into the user feedback on their products and services.
Research Approach and Methodology
This research study included comprehensive market research, competitive analysis, and UX research. In this qualitative study, explorative usability studies including both remote & in-person unmoderated usability tests were conducted to gather detailed insights about user feedback.
In this research study, we selected two groups of cranioplasty surgeons, one of whom implanted the product into the patient's skull using PEEK material, and the other using different materials such as titanium (MESH) and bone cement (PMMA). The group of surgeons was a valid sample because we could get their feedback as well as that of their patients.
Through this process, we evaluated the expectations, needs, pain points, ease of use, and desirability of each product from the perspective of surgeons and patients.
As a result, we provided the company with a clearer understanding of patients' and surgeons' behaviors, expectations, needs, and preferences. Through competitive analysis, we discover the advantages and disadvantages of the company's products and services compared to its competitors. We also identified pain points and areas for opportunity in the current products and services. We provided valuable insight and solutions to improve the products and services.
Data Analysis, Design, and Modeling Tools
Qualtrics, G*Power, SPSS, open-ended questionnaires, Phone/video interviews, In-depth interviews, Zoom, Dedoose
Problem Statement
Why people don't go towards the green building and their green features.
Based on the performance matrix of green building, we revealed green satisfaction is one of the key elements. we found:
“Lack of understanding of why users show different levels of satisfaction with a given green building and its green features is limiting societies’ advancement toward reaching acceptable global green levels given that buildings have a significant impact on the surrounding environment, and health and well-being of people.”
Research Approach and Methodology
In this study, by accessing the library of Trident International University (TUI), most of the previous literature and fundamental theories in the fields of sustainable management, organizational management, product management, marketing, green (eco-friendly) building, and green marketing were reviewed.
To address this gap, the performance of green (energy-efficient and high-performance) products and features in buildings from the perspective of building users was investigated. The research design in this study was an explanatory, quantitative, observational, and cross-sectional study. Primary data was undertaken by collecting data directly from each respondent at one specific point in time via simulating buildings in realistic virtual reality-based simulations (IRVRS). This study applied multivariate statistical analysis to analyze the data.
In this research, a comprehensive introduction to the active and passive features of green buildings as well as the features effective in the green satisfaction of users was introduced.
As a result, the theory of Green Satisfaction of Building (GSB) was presented. The purpose of his research was to present a comprehensive theoretical and managerial model of GSB and introduce its main determinants: Green Awareness of Building (GAB), Green Perceived Quality of Building (GPQB), Green Perceived Risk of Building (GPRB), and Environmental Concern (EC).
This innovative research study applied new technology, Virtual Reality (VR), to gather building occupants’ perceptions and feedback. This research study designed and produced a very high-quality architectural environment for participants applying the world’s most open and advanced real-time 3D creation tools and professional 3D computer graphic programs to model and simulate buildings and provide teleportation in virtual reality.
In this research, quantitative research, in-person & moderated usability testing were conducted to investigate participants' GAB, GPQB, GPRB, and EC in a VR environment.
For the second set of respondents, this study provided a cinematic movie from the point of view of an observer in virtual reality and created a high-definition recording of the virtual reality models as well as adding sound to the video (media richness) to fully transmit needed information to the participants.
In this research, quantitative research, and remote & unmoderated usability testing were conducted to investigate participants' GAB, GPQB, GPRB, and EC in the VR recording method.
To investigate the effect of the control variable in the model, this study applied multi-group analysis and creates two groups in Smart-PLS namely “In-Person VR” and “VR Recording”. In the next step, this study ran “Multi-Group Analysis (MGA)” in Smart-PLS to determine if there is a significant difference in group-specific parameter estimates.
GSB Theory is published in ProQuest under the name of ISS founder Dr. Varasteh to be available in journals, newspapers, theses, and other publications.
Data Analysis, Design, and Modeling Tools
Google Form, G*Power, SPSS, Smart PLS, Multi-Group Analysis (MGA), 3Ds MAX, VRAY engine, AutoCAD, Unreal engine
Problem Statement
To address people's physical and mental health, in the situation of the covid-19 epidemic, what home edition multi-functional equipment can greatly meet people's fitness expectations, so they don't need to go to public gyms?
Research Approach and Methodology
Given COVID 2019 and people’s desire to exercise at home, the ISS team came up with the idea of designing a multifunctional home edition gym equipment.
To turn his idea into reality, a feasibility study and preliminary analysis as well as market research were conducted to determine the market interests, business strategies and operations, organizational benefits, and resources needed to turn the idea into reality.
In the next step, conducting strategic research as the first stage of the product development lifecycle, exploratory and qualitative research was designed to investigate customers’ expectations of a home edition gym equipment, to find out which core muscles people are looking to strengthen with equipment, and to figure out the problems in existing gym equipment in the market (i.e., problem statement) in the market. Building user personas was one of outcomes of this stage.
Then in-depth design and tactical research was conducted during the design phase of the product development lifecycle to figure out all steps, resources, and equipment for changing the idea into a prototype.
Based on the results obtained from the research, multifunctional gym equipment was designed that is in demand by most people. After building a prototype, through post-launch research, the product was tested on the users. In-person & moderated, and explorative usability study was conducted to evaluate the usefulness, usability, and desirability of the product from the perspective of its users. Product happiness, engagement, adoption, retention, and task success were some of the constructs examined in this phase. The product was redesigned several times based on the feedback.
As a result, this equipment is patented and registered with the United States Patent and Trademark Office (USPTO).
Data Analysis, Design, and Modeling Tools
Trello, In-depth interviews, open-ended questionnaires, G*Power, Dedoose, G*Power, 3Ds MAX, VRAY engine, AutoCAD
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