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The paradox of designing for the future
13.11.2020
Dr. Anuja Hariharan | Future Labs | Scientist
2
•Visualizing
data for the
Smart
Operator
Simplifying
learning
AR &
Maintenance
Collaborative
Ideation in
Virtual Reality
The paradox in designing for the future
If I had asked people what they wanted,
they would have said „Faster Horses“
- Henry Ford
Learnings from practice
3
Exemplary Projects
1) Remote Ideation & Collaboration in VR
VR
User
Aspects
Presence
• „the sense of being
in an environment”
(Steuer, 1992)
• Telepresence
• Social Presence
Flow
• Balance between
Skill & Challenge
• Being absorbed in
what one does
vs.
4
 Q1: What are the main benefits of remote distributed VR in an enterprise
context?
 Q2: What are the most important features of an immersive virtual
environment for distributed creative collaboration in enterprises?
 Q3: In which situations can users imagine using VR conferences for creative
collaboration in companies?
Research Questions
5
Adopted Design Science Process
Problem- Identification
& Motivation
• Literature Review
• Expert Interviews
Zieldefinition der Lösung
• Kano Analysis
Design & Entwicklung
• VR PUN + VRTK
Demo
• App Design in VR
Evaluation
• System Usability Scale
• Flow Questionnaire
• Social Presence
Communication
• Presentation of Results
6
Requirements: KANO Analysis
7
Prototyp
Demo
Philipp Spinner
8
 Experiment to evaluate users
 CAS Employees
 Groups of 2
 Task: Conceptualize your dream app
 Procedure
 Briefing
 Work in VR from different rooms
 Complete presence & flow questionnaires
Prototype & Communication
9
 Q1: What are the main benefits of remote distributed VR in an enterprise context?
 Increased concentration & social presence
 Q2: What are the most important features of an immersive virtual environment for
distributed creative collaboration in enterprises?
 Basic image editing tools, natural interaction
 Keeping it as close to current reality (audio support, non-VR mode)
 Q3: In which situations can users imagine using VR conferences for creative
collaboration in companies?
 Short meetings with few participants for creative tasks or for meetings with a long journey
Main learnings
10
 Improve state of flow
 Test in different work contexts
 Integrate with traditional systems to increase acceptance
 Fragen & Diskussion
Next Steps

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Collaborative VR

  • 1. The paradox of designing for the future 13.11.2020 Dr. Anuja Hariharan | Future Labs | Scientist
  • 2. 2 •Visualizing data for the Smart Operator Simplifying learning AR & Maintenance Collaborative Ideation in Virtual Reality The paradox in designing for the future If I had asked people what they wanted, they would have said „Faster Horses“ - Henry Ford Learnings from practice
  • 3. 3 Exemplary Projects 1) Remote Ideation & Collaboration in VR VR User Aspects Presence • „the sense of being in an environment” (Steuer, 1992) • Telepresence • Social Presence Flow • Balance between Skill & Challenge • Being absorbed in what one does vs.
  • 4. 4  Q1: What are the main benefits of remote distributed VR in an enterprise context?  Q2: What are the most important features of an immersive virtual environment for distributed creative collaboration in enterprises?  Q3: In which situations can users imagine using VR conferences for creative collaboration in companies? Research Questions
  • 5. 5 Adopted Design Science Process Problem- Identification & Motivation • Literature Review • Expert Interviews Zieldefinition der Lösung • Kano Analysis Design & Entwicklung • VR PUN + VRTK Demo • App Design in VR Evaluation • System Usability Scale • Flow Questionnaire • Social Presence Communication • Presentation of Results
  • 8. 8  Experiment to evaluate users  CAS Employees  Groups of 2  Task: Conceptualize your dream app  Procedure  Briefing  Work in VR from different rooms  Complete presence & flow questionnaires Prototype & Communication
  • 9. 9  Q1: What are the main benefits of remote distributed VR in an enterprise context?  Increased concentration & social presence  Q2: What are the most important features of an immersive virtual environment for distributed creative collaboration in enterprises?  Basic image editing tools, natural interaction  Keeping it as close to current reality (audio support, non-VR mode)  Q3: In which situations can users imagine using VR conferences for creative collaboration in companies?  Short meetings with few participants for creative tasks or for meetings with a long journey Main learnings
  • 10. 10  Improve state of flow  Test in different work contexts  Integrate with traditional systems to increase acceptance  Fragen & Diskussion Next Steps