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Virtual Reality Kids User Testing

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Qualitative research user testing of kids/tweens using the Oculus rift.

Published in: Technology

Virtual Reality Kids User Testing

  1. 1. VirtualRealityUserTesting Kids/TweenQualitativeResearchusingtheOculusRift
  2. 2. AboutKZeroConsulting,Analytics,Insight
  3. 3. Sectors:Virtualworlds,virtualgoods,virtualreality,socialgaming,MMOs, augmentedreality Start-ups/Pre-launch:Businessplanning,marketsizing,financial modelling,strategicguidance,launchplanning Operationalcompanies:Marketingstrategy,productdevelopment,user analysis,marketentryplanning,partnerships/busdev Brands:Mediaplanning,campaigncreation,virtualbrandstrategy ForVC’s/Investors:Deal-flow,investmentanalysis,marketsizing KZeroservices
  4. 4. KZeroClients
  5. 5. MediaReferences
  6. 6. UserTestingMethodologiesandObjectives
  7. 7. Groupsize:12kidsagedsevento12splitintosixgroupsusingapairofOculusRift’s.Inthispresentation werefertoallparticipantsas‘kids’. SessionswereheldinDubit’soffices(Leeds,UK). Weobtainedparentalpermissionforthekidstotakepartinthesessions. Weensuredno-onehadproblemswithepilepsybeforeplaying. Wealsogaveparentsachancetotrythevirtualrealityheadsetbeforethesessionsbegan. Weremindedthekidsatthestartofthesessionsthatiftheyfeltuncomfortablealltheyhadtotowastake theheadsetoff.Wealsoremindedthemofthisduringthesessions. Gamesplayed:FairyForest,ChickenWalk,EpicDragon,Dumpy,RiftCoaster,FirstLaw,TitansofSpace. AbouttheUserTesting
  8. 8. WewantedtofindouthowVirtualRealityisdifferentfromotherentertainmentformatsandwhatitcan offertoagamingexperience. WetestedwiththeOculusRiftbutwewantedtotesttheconceptofVirtualRealityingeneral. Thesessionsweresplitintoseveraltasks: GamingUsage-ThekidsplayedseveralVRgameswhilstwemonitoredtheirinteraction. VirtualRealityGameDesign-WeaskedthekidstothinkaboutnewtypesofVRgaminggenres. VirtualRealityBranding-WeaskedthekidstothinkaboutthetypesofbrandsandcompaniesthatwouldsellaVR headset. DevicePricing-Wethenaskedthekidstopricevariousdevicesandpricethevirtualrealityheadsetalongsidethem. UserTestingObjectives
  9. 9. Usability
  10. 10. Headset Allthekidsfoundtheheadseteasytoputonandcomfortable.Evenwiththesevenyearoldstheheadsetfittedcomfortablyon theirheadandwasn’ttoolarge. Somekids,(theyoungerones)commentedthattheheadsetfeltslightlyheavy.Commentsabouttheheadsetbeingtooheavy weremorecommonwhenplayershadtomovetheirheadupanddownfrequentlyduringagame. Thekidsusedtheheadsetwithconfidenceoncetheygotusedtowearingit. Dizziness Noneofthekidsreportedanysignsofdizzinessduringorafterusage. Oneparent(whowantedtotrytheheadsetbeforetheirchild)feltslightlydizzyafterashortdemo. Conclusions:Theywerehappytoweartheheadsets.Theywereheavyinsomegamesfortheyoungerones. Usability:Hardware
  11. 11. Howeasyisittoplay? Theyfoundthegamesveryeasytopickupandplayandwereeagertotrydifferentgamesusingtheheadset. Howlongcouldtheyplay? Theheadsetweightwasnotanissueonlengthofplay(nosignsoffatigue).Kidsexpectedtoplaywiththeheadsetforaslongasthey wouldtypicallyplayonaconsole. WhattheylikeabouttheOculusRift Manycommentedthattheexperiencemadeyou(theplayer)feelasifyouwere‘actuallythere’.Itgavethekidsasenseofrealismtothe games(ontherollercoasteritfeltasiftheyweregoingtofalloff.) Alevelofimmersiontheyfeltexceededcurrentgamingexperiences. Greaterplayerimmersionoccurredongameswithlimited avatarmovement.Inthesegamestheplayerjustlookedaroundthe environment. Conclusions:Thebestperforminggameshadanchorsinthereal-worldasopposedtoabstractconceptsandgamemechanics, eg.RollercoastersandChickenWalk. Usability:Playability
  12. 12. Howlongtoorientatewhenplayingagame? Someofthekidsneededpromptingonsomeofthecontrols.Forexampleliftingtheirheadupanddowntopickupfoodin thechickengameandlookingbehindthemontheroller-coaster.Thisistobeexpectedasthekidshadnotseentheheadset beforeandwereunawareofhowtouseit. Mostkidstookmeresecondstopickupthecontrolsandusedtheheadsetwithconfidence.Theyeasilytooktolookingall aroundtheminthevirtualenvironments. Someplayershadissueswithgameswherethecontrolsweredifficult,oftenwhenthecontrolsrequiredheadsetmovement andcontrollermovementbeingusedininconjunction.Thisconcepttooklongerthanothercontrolsystemstopickupandit tookthemlongertoorientate.Oftentheplayersthoughtthatwhentheyhadacontrollerthatthiswouldbethemainpointof control,butwhenitwasnotthiscausedconfusion. Conclusions:Keepthecontrolseasyandprovideclearinstructions,oranorientationlevel. Usability:Orientation
  13. 13. Controllers Specialistcontrollersforparticulargameslikehavingaguncontrollerforashootinggame,orawheelcontrollerfordriving gameswerepopularcomments.Theyfeltthatthiswouldhelpwithplayerimmersionandmakethemfeelasiftheywere‘in’ thegame. Theolderkidsidentifiedwirelesscontrollersasbeingimportant. UsingtheKinectinconjunctionwiththeheadsetwasalsopopular.Manyofthekidslikedthisasitwould‘copyyourmoves liketheheadsetdid’withthebodymovements.Theylikedtheideaofitmirroringmovessoyoucouldrunaroundorjump. Conclusions:Kidsquicklyrecognisedtheimportanceofcontrollersandidentifieddifferentuses/typesof controllers.Theythoughtthatcontrollerswithnaturalmovementcontrols(likePlaystationMove)would improvethelevelofimmersionandgameplay. Usability:Controllers
  14. 14. Genres/StylesofVirtualRealityGames
  15. 15. WhatgamesareperfectforVR? AllthekidscommentedthatshootinggameslikeCallofDutywouldbeperfectforVR.Theythoughtspecialistcontrollerswouldhelpwith gamesasitwouldbebetterforimmersion. BoysthoughtthatgameslikeSkyrimandothercombatgameswouldworkwelltoo,Girlsmentionedthistoobuttheyfeltthesewere gamesforteenageboys. TheboysgroupsthoughtthatagamelikeFifawouldn’tworkonthevirtualrealityheadsetasitwouldbetoohardtocontrolmultiple players.Howeverthethoughtthatsolosportsgameslikegolf,cricketortenniswouldworkwell. YoungergirlslikedtheideaofbeingabletoplaydrivinggameslikeMarioKartinvirtualreality. Firstpersongamesweredeemedmoresuitablethanthirdperson. Conclusions:TheyquicklyappreciatedtheessenceofVRandconcludedagamelikeFIFAcouldnotwork, buttheythoughtthatFPSgameswouldbegreat.GirlsidentifiedracingandSims-likegames.Both genderssaidMinecraftwouldworkwellonVR. Games:SuitableGames
  16. 16. WhattheywouldwanttodoinVR: Thekidswantedthegamestheyplayedusingtheheadsettohavemorefreedom.Theywantedthefreedomtomovearound thevirtualenvironmentandexplore/interactwithit. Thedesireofmorefreedomofmovementwasmoretypicalwiththeolderkids.Theyoungerkidswerehappywiththe experienceandjustobservingtheenvironmentlikethevirtualrollercoasterorflightsimulator. Bothboysandgirlswantedtohaveagamewheretheycouldbuildorcreateusingtheheadset.Theywantedtobeableto buildastructureandthenexploreit‘likebuildingahighschoolorcastle’. Itwasimportantforkidstobeabletoseetheiravatar’sbodywhentheylookeddown.Theythoughtthiswouldhelpmake themfeelasiftheywereactuallythere. Conclusions:Thekidswantedtoroamandfreelyexploretheenvironments.Theyalsowantedtheentire experiencetobeasimmersiveand‘realistic’aspossible-lookingdownandseeingtheirbodyforexample. Games:GameMechanics
  17. 17. VRasaToolforKidsCreativityandSelf-Expression
  18. 18. Unprompted,theyidentifiedMinecraftasagreatVRgame/experience. MostkidswantedtoplayaMinecraft-likegameinVRandthisformedthebasisforsomeofthegames theyconceptualised. TheylikedtheconceptofbeingabletocreatetheirownworldinVR. TheywantedaUGCVRgamesoyoucould“seeproperlywhatitactuallyislikeinarealworldmadeoutof blocks”. Itwasthisaddedimmersionwhichexcitedthem.Beingableto‘seeMinecraftinreallife’. ThegamethekidsdesignedwouldbeverysimilartoMinecraft.Onlysmalldifferenceswouldbepresent likeusingdifferentmonstersorenvironments. Conclusions:UGC-typeworldsweredeemedtobegreatVRapplicationswithMinecraftfrontofmind. ContentCreation:Minecraft
  19. 19. ThekidssaidtheywouldliketohaveagamesimilartotheSimswheretheycouldexplorereallifebuildingsand walkaroundit.TheywantedagameliketheSimswheretheycould‘gototheshopsandbuildahouse’. Aboysgroupcameupwithagameideawheretheyworkedindifferentjobsusingthevirtualrealitylike‘workingas awaiterorataxidriver.’Theywantedtoearnmoneyandhaveminigamesinthejobthentheywould‘gobackto theirapartmentinthecity.’ InthesegamestheywantedtheavatartobemorerealisticlookingandmorelikeSimscharacters. Theyoungerkidswerehappyjusttobeintheenvironmentandexplorewhereastheolderkidsalsowantedthe addedrealismofhavingajob/role/duty(i.e.apurpose)inthevirtualworld(withtheirfriends). Conclusions:Thegirls(morethantheboys)identifiedTheSimsasagreatVRapplication.Theyoungerkidsjust wantedtoroamaroundTheSimswhereastheolderkidswantedtobegivenrolesandspecifictasks. ContentCreation:TheSims
  20. 20. ! MixedwiththeideaoftheSimsandplayingtherollercoastergamemadethemthinkitcouldbegoodfor athemeparkgame. Oneofthegirlsgroupsreallylikedtheideaofbeingabletodesigntheirownthemeparkwiththevirtual realityheadset. Inthisgametheycouldcreatetheirownvirtualparkwithalltheirridestheywanted. Thegamewouldallowthemtosharethethemeparkwiththeirfriends.Theywouldbeabletogoonthe rideswiththeirfiendswhowouldalsousevirtualrealityheadsets.Theycouldearncoinsonthearcades andbuildmorerides. Conclusions:Theplaymechanicsofbuild,create,shareandplay(inthecontextofthemeparks)was deemedasacoolidea. ContentCreation:ThemeParks
  21. 21. ! Wealsoaskedthekidstocomeupwithbrand-newideasforgamesandexperiencesinVR.Theycameup with: VirtualTeddie(girlaged8): Scanningtheirrealworldteddie-bearandtheninteractingwithitinvirtualreality. Flyinggames(boysaged9and11):Beingabletoflyaroundinvirtualrealityandplayflyinggameswiththeirfriends. Virtualhomes:(girlsaged8and10,boyaged10): Creatingavirtualhomethattheycould‘keep’andhavefriendsinitfor parties. Movieset(boyaged12):BeingabletoexploreavirtualversionofasetfromHarryPotter. Bearingananimalorfish(girlandboyaged9):Becomingananimalandexploringtheirnaturalhabitat.Also,playinggames liketag. Conclusions:AllagesofkidswereabletocomeupideasfornewstylesofgamesandexperiencesinVR. ContentCreation:Ideation
  22. 22. Education
  23. 23. ! AllgroupsidentifiedVRasagreattoolintheclassroom-makinglessonsandlearningmoreinteresting. Inparticulartheyidentifiedtheconceptof‘VirtualFieldTrips’. Touringandexploringlocationswaspopularwhetherthatwasinsidethehumanbody,inthetitanicorin outerspace.Whetherthevirtualenvironmentwasmicroscopicoronagalacticscaletheywantedto experiencetherealityof‘theplace’. Theywantedfreedominthesegamestoexplorevariouslocations.Theyfeltthatthroughexploringthe locationstheycouldbegiveninformationaboutwhatwasgoingonaroundthem,orwhatitwaslike‘to actuallylive’thatenvironment. Conclusions:Withoutprompting,thekids(allages)identifiedthevalueofusingVRintheclassroom. ‘Exploration’wasidentifiedasakeytheme. Education:VirtualFieldTrips
  24. 24. ! Weaskedthekidstocomeupideasforvirtualfieldtrips… JungleorRainforest Gointotherainforestandtravelaroundonanelephant. Dotaskstocrossriversandgetthroughtheforest. TudorHouse Touratudorhousetoseewhatitwasliketolivethereintudortimes. TheNormandyBeaches BeasoldierandexperiencelandinginNormandyduringWorldWar2. HumanBody Travelthroughthedigestivesystemasavirtualpieceofbroccoli. Bemicroscopicandseecells. Education:VirtualFieldTripsExamples
  25. 25. ! Oneboysgrouphadbeenlearningaboutnaturaldisastersinschool.Theywantedtobeabletoplay throughothernaturaldisastersviaVRliketheTitanicandtheBradfordCityFire. Theycameupwiththeconceptofbeingonthetitanicasthedriverorapassenger.Theywantedtobeable toexperiencehistoryandfeeltherealityofthesituation. Theydidn’twanttochangetheoutcomeofthedisaster.Theywantedtobeabletoplayfromdifferent perspectives,forexamplefromthecaptainoroneofthepassengers. Theyalsowantedtoplayasoneofthesurvivorsandtryandsurviveononeoftheicebergsinaplaysimilar toMinecraft. Education:HistoricalExample
  26. 26. ! Thekidsquicklyappreciatedtheroleof VRineducation.Theythoughtitcouldmakelearningmorefun andinteresting.Theyquicklycameupwithseveralideas. AgamewhereplayerscanbuildandcreatewouldworkwellwithVR.ManywantedtoseeMinecraft availableforthedeviceinthecontextoflearningandeducation. Theywantedgameswheretheplayerhasfreedomtoexploreanenvironmentwhetherit’sonetheycrated orsomethingcreatedbysomeoneelse. ‘Experiencingthingsfromdifferentperspectiveswouldbeinteresting’. Theywantedthegamestofeellikeexperiencesofdifferentplacesandlives.Theywantedtoplaywiththeir friendstooandshowcasewhattheycouldmake.Thiswasaparticularthemewitholderkids. Education:KeyFindingsandRecommendations
  27. 27. PricingandBranding
  28. 28. ! HowexpensiveshouldtheVRheadsetbe? TheaveragepricethekidsthoughttheVRheadsetwouldcostwas£430GBP($720USD). Oneboysaidhethoughtthe‘virtualreality‘wouldbe£25.HealsosaidanXboxOnewasworth£49.50whichwas unfortunateforhisdadwhohadjustboughthimone. Anothergroupthoughtthattheheadsetwasthemostexpensivebecause‘it’sthebestoutofalltheothers’. Theyalsosaiditwasbecause‘youcanseeeverythingandit’sbetterthananyothergame’. Thekidsthoughtthattheweightofthedeviceneededimprovingaswellasthegraphics.Theythought moregamesneededtobeavailablebeforetheywouldbuyit. PricingandProduct
  29. 29. ! Wegaveallgroupsalargeselectionofcompanylogos,rangingfromgameandsoftwaredevelopersthroughtoglobal technologymanufacturers,toycompaniesandsocialnetworks.NoneofthemwereawareoftheFacebookacquisitionofOculus VR. WeaskedthemtoselectacompanytheythoughtwasmostlikelytolaunchaVRheadsetaswellascomment (iftheywanted to)onothercompanylogos.Thetopfourtheyidentifiedwere: Microsoft:‘Becausetheymakegames’.‘Acomputercompany.BecauseitrunsonMicrosoft’.‘Theymakegoodgames’.“Theywould beagoodfit’, ‘Becausetheywanttomakemoremoney’. Sony:‘Theymakegoodqualitygames’.‘They’reabigcompany’. Nintendo:‘Theymakegoodgamesforkids’.‘Becausetheydoloadsofgamesandtheydobuildinggamesandthingsandtheydo animalcrossing’. Hasbro:‘Theycouldmakeonejustforkids’,‘Theycouldmakeoneforboysandoneforgirls’. DistributionandBranding
  30. 30. ! OneolderboysaidthatFacebookwouldbebehinditbecause‘it’spopularforloadsofpeople’. Butthey followedthisupbysayingthat ’ithasnoconnection’.Heconcluded bysayingthathedidn’tthink Facebookcoulddomuchwithit. OthergroupssaidFacebookwouldn’tworkandwouldn’tmakesense.Thiswasbecausethey‘aren’tagame maker’andaremoreinternetfocussedthangames. AfterbeingtoldFacebookowneditsomerespondentssaidtheythoughtitwasabadmove. Earlieronthesetwo12yearoldshadsaidthattheywouldnotpayasmuchforavirtualrealityheadsetas andXboxorPlayStationbecausetheyweren’taspopular. DistributionandBranding:Facebook
  31. 31. ConclusionsandSummaryFindings
  32. 32. ! Thekidswerehappytoweartheheadsets.Theywereheavyinsomegamesfortheyoungerones. TheythoughttheycouldeasilyplayVRgamesforuptoanhour,oraslongastheywouldtypicallyplaya consolegame. Themostenjoyablegameswerebasedonreal-worldexperiencesand/orhadeasilyunderstoodgame mechanics. Theyquicklyrecognisedtheimportanceofcontrollersandidentifieddifferentuses/typesofcontrollers. Theythoughtthatcontrollerswithnaturalmovementcontrols(likePlaystationMove)wouldimprovethe levelofimmersionandgameplay. TheyquicklyfiguredoutwhichtypesofgameswouldbesuitableforVR.Firstpersonperspectiveswere deemedmuchbetterthanthirdpersonor2.5D. ConclusionsandSummaryFindings
  33. 33. ! MinecraftandTheSimswerefrontofmindforallthekidswhenconsideringsuitablegamesinVR. Youngerkidswerehappyjusttolookaroundwhereastheolderoneswantedtoroamandfreelyexplore. Theyalsowantedtheentireexperiencetobeasimmersiveand‘realistic’aspossible-lookingdownand seeingtheirbodyforexample. Greaterimmersion/presenceoccurredingamewithlimitedavatarmovement. Theplaymechanicsofbuild,create,shareandplay(inthecontextofthemeparks)wasdeemedasacool idea. Allagesofkidswereabletocomeupideasfornewstylesofgamesandexperiencesinvirtualreality. Withoutprompting,thekids(allages)identifiedthevalueofusingvirtualrealityintheclassroom. ‘Exploration’wasidentifiedasakeytheme. ConclusionsandSummaryFindings
  34. 34. Theywantedthegamestofeellikeexperiencesofdifferentplacesandlives.Theywantedtoplaywiththeir friendstooandshowcasewhattheycouldmake.Thiswasaparticularthemewitholderkids. Theaverageassumedpriceoftheheadsetwas£430GBP($720USD). Theythoughtthattheweightofthedeviceneededimprovingaswellasthegraphics(weusedtheOculus RiftDK1).Theythoughtmoregamesneededtobeavailablebeforetheywouldwanttobuyit. Theyidentified(fromalonglist)Microsoft,Sony,NintendoandHasbroasthemostlikelycompaniesto makeavirtualrealityheadset. Whenprompted,theycouldnotseethebenefitofFacebooklaunchingavirtualrealityheadset. ConclusionsandSummaryFindings
  35. 35. OtherKZeropresentationsyoumaylike SocialVirtualReality:Theevolutionofvirtualworlds. BrandsinVirtualReality:Officialandunofficialbrandsinvirtualreality. VirtualRealityMarketSizing:Unitsales,activeusersandrevenueforecasts fortheconsumerVirtualRealitysector. VirtualRealityStateoftheMarket:Anassessmentofthecurrentstateof theConsumerVirtualRealitymarketplace. Orderthesereportsfromourwebsite.
  36. 36. kzero.co.uk @KZeroWorldswide

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