Human Factors of XR: Using Human Factors to Design XR Systems
Prototype
1. PROTOTYPE #1: Job Simulation Platform where students can solve real job problems,
receive feedback, earn points, apply to jobs and interact with other students.
2. FEEDBACK RECEIVED IN
PROTOTYPE #1 TESTING
- What if it was an app instead of a
web page?
- It could be like a social network
where students and
organizations interact.
- Your best resolved Job
challenges should be public as
part of the points you have
earned by resolving the
challenge. But the worst
shouldn’t resolved challenges
shouldn’t. The students that
have the most points are
obviously the most qualified.
- It should be linked to linkedin.
3. PROTOTYPE #2: Simulated workplace at universities as part of a course, where
students have to play a part as if they where working on an actual organization. They
have a job title and function and are evaluated with a grade.
4. FEEDBACK RECEIVED IN
PROTOTYPE #2 TESTING
- The teacher should not give
grades but evaluate the alumni
like you are evaluated in the real
world, peer to peer evaluation
and boss evaluation.
- The evaluation should
contemplate: teamwork skills,
productivity, proactivity, speed,
analytical skills.
- There should also be a room for
alumni to meet and work in
groups.
5. MY REFLECTIONS
- I have learned that when testing your prototypes with the people that are
actually going to use them, you uncover needs that you had not
considered. So although I thought I understood the situation, when I
asked the people that where going to use it, their opinion on my
prototypes, they had some ideas and feedback based on needs that I
had not considered.
- That it is not easy to receive feedback if you are in love with your idea.
- That rapyd prototyping is the best way to not fall in love with your idea.
- That you should test as many times as possible in order to receive the
most amount of feedback. Your idea will evolve and become something
completly different but in a positive way.