A talk from the Design Track at AWE EU 2018 - the World's #1 XR Conference & Expo in Munich, Germany 18 -19, October, 2018.
Barbara Streppel (MaibornWolff GmbH): User-Centered XR
A good VR application lets the user believe that he or she is part of a situation that does not correspond to the physical world. A good AR application lets the user interact with objects that do not exist in the physical world. A successful immersion strongly depends on the AR/VR application’s usability. The illusion breaks if the handling is unintuitive or illogical. A user might even tire or in a worst-case scenario injure him- or herself if it is complicated or physically strenuous. Therefore, developing satisfying AR/VR applications is a task in usability.
http://AugmentedWorldExpo.com
2. BARBARA STREPPEL
• SOFTWARE ENGINEERING MAIBORNWOLFF,
DEPARTMENT: MOBILE ENGINEERING
• MASTER OF SCIENCE IN MECHANICAL
ENGINEERING, MASTER THESIS: „INTERACTION IN
VIRTUAL REALITY“
• VDI-AWARD 2017
• BEST PAPER AWARD HCII 2018
• MANAGEMENT AR/VR-COMMUNITY
4. SPECIFY CONTEXT OF USE AND REQUIREMENTS1.
CREATE DESIGN SOLUTIONS AND
DEVELOPMENT: PROTOTYPING
CREATE DESIGN SOLUTIONS AND
DEVELOPMENT AND EVALUATE PRODUCT:
7 DIALOGUE PRINCIPLES
EVALUATE PRODUCT
2.
3.
4.
AGENDA
5. SPECIFY CONTEXT OF USE
AND REQUIREMENTS
1.
PERSONAS EMPATHY MAP CUSTOMER JOURNEY
TASK: INTERACTION
DIAGRAM
7. EVALUATION
• EXPERT TEST
• USER TEST
• GUERRILLA TEST
• VIDEO CONFRONTATION
• TEACH BACK
• THINK ALOUD
3.
8. 7 DIALOGUE PRINCIPLES
EN ISO 9241/110:
• SUITABILITY FOR TASK
• SUITABILITY FOR LEARNING
• SUITABILITY FOR
INDIVIDUALIZATION
• CONFORMITY WITH USER
EXPECTATION
• SELF DESCRIPTIVENESS
• CONTROLLABILITY
• ERROR TOLERANCE
ASSUMPTION: PRINCIPLES CAN BE USED FOR
EVERY HUMAN COMPUTER INTERFACE, ALSO
FOR AR/VR
4.
9. REVOLUTION AND ACTION
WHY VR?
VR AS A PLACE WITH
NEW POSSIBILITIES
VR AS A MAPPING OF
THE REAL WORLD
HIGH USABILITY REAL MAPPING
!
ATTENTION: VR CAN ONLY
SIMULATE 2 OF 5 SENSORY
ORGANS
10. SUITABILITY FOR LEARNING
!• USE ALL POSSIBLE
SENSES FOR LEARNING
• GIVE THE POSSIBILITY TO
LEARN ALL
INTERACTIONS IN THE
BEGINNING
„SUPPORT
USERS BY
MAKING THEM
EXPERTS“
12. SUITABILITY FOR THE TASK
„DISPLAY ONLY
OBJECTS, THE
USERS HAVE TO
INTERACT WITH“
E.G. ONLY DISPLAY A
HAMMER AND NAILS,
WHEN THE TASK IS
HAMMERING
E.G. IN REAL GARAGE
THERE IS MORE THAN
HAMMER AND NAILS
• BE CAREFUL WHERE TO PUT
YOUR INFORMATION
• USE REAL METAPHORS
!
13. CONFORMITY WITH USER
EXPECTATION
„BEHAVE LIKE
THE USERS
EXPECT IT“
E.G. CAN MOVE BY
TELEPORT E.G. CAN MOVE BY
WALKING
E.G. USE BUTTONS TO
CLICK ON, BECAUSE
USER KNOWS THEM
E.G. USE 3D METAPHOR,
BECAUSE BUTTONS
DON’T FIT IN VR
!• USE GRAVITY CONSISTENTLY
• GRABBING WORKS ON ALL
OBJECTS IN THE SAME WAY
17. COMFORT (NEW)
!
„USERS
SHOULD FEEL
COMFORTABLE
WHILE USING
VR“
• TAKE INTO ACCOUNT THE PHYSICAL
SIZE OF USED CONTROLLERS
• AVOID ANIMATED MOVEMENT OF THE
USERS TO PREVENT MOTION
SICKNESS
• VR DOESN’T HAVE THE RESOLUTION
OF THE REAL WORLD; SO USE TEXT
ONLY WHEN NEEDED
• AVOID PHYSICAL AND MENTAL
EFFORT
18. CONCLUSION AND
OUTLOOK
CONCLUSION:
• USER CENTERED DESIGN PATTERNS ALSO WORK IN
VR/AR
• KEY FINDINGS:
—> KNOW YOUR USER
—> KNOW WHAT YOUR APPLICATION SHOULD AFFORD
—> STAY CONSISTENT
OUTLOOK:
• USABILITY CARDS ALSO FOR AUGMENTED REALITY
• MORE TESTING OF PROTOTYPING TOOLS