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threesixty
USER EXPERIENCE FOR MIXED REALITIES
MAKING IMMERSIVE TECH MORE USABLE:
INVOLVING TARGET USERS IN YOUR DESIGN
PROCESS
Design researcher for VR/AR
Filip Healy
I’ve been delivering design research to inform the
evolution of new technologies for major global
companies since 2002
About me
THREESIXTY, is a London-based
consultancy specialising in user
experience for immersive
technologies.
We use research and an understanding of
human interactions with technology to
make VR / AR experiences intuitive and
productive.
My current focus
Back
Design research for immersive tech
Back
Evaluate the
designs
Specify user
needs
Produce design
solutions
01
.
02
.
03
.
Human centred design
Understand &
specify the user
context
Product that
works for
users
04
.
05.
ISO 9241-210
Iterate as
many times
as necessary
Back
Evaluate the
designs
Specify user
needs
Produce design
solutions
01
.
02
.
03
.
Human centred design
Understand &
specify the user
context
Product that
works for
users
04
.
05.
ISO 9241-210
Iterate as
many times
as necessary
Back
What interactions do we need to
test?
Back
What interactions do we need to
test?
How intuitive is immersive tech?
Back
Design Challenges for Immersive
3D Virtual environment
Objects and menus
user can interact with
Generally quite
usable
Where we see
most usability
issues
“Just as in the last survey,
respondents said that user
experience was the top
obstacle for mass adoption
of both AR and VR.
2018 Augmented & Virtual Reality Survey,
Perkins Coie
Back
UX Challenges for Immersive
Understanding what is
interactive
Navigating
menus
Locating menus
Orientation
(VR)
Learning the
controllers (VR)
Gestures
(AR)
Searching
& typing
Surface
scanning
feedback
(AR)
Gaze
interaction
Back
Why is it important
“Every dollar invested in ease of
use returns $10 to $100
Cost-Justifying Usability, Clare-Marie Karat, Ph.D. from
the IBM
“$1 spent during design = $10 to fix
problem during dev or $100 after it’s
released
Software Engineering: A Practitioner’s Guide, Robert
Pressman
Improves productivity,
conversions & other KPIs
Reduces development costs
Evaluate the designsSpecify user needs Produce design
solutions
01
.
Understand & specify the user
context
Product that works for
users
02
.
03
.
04
.
05
.
Back
Why is this important
Forrester Research (2008)
Of projects fail due to
lack of user acceptance
70
%
83
%
Jakob Nielsen (2008)
Increase in KPIs
due to UX
90%
Strategic data consulting
special report (2009)
Reduction in support
costs for MacAfee
software after usability
testing
Back
Why is this important
“When we started talking to our
customers and seeing how they
used our service, it was the defining
moment of success that turned the
company around”
Joe Gebbia, Co Founder, Air BnB
“In our first year we didn’t spend a
single dollar on advertising… the
best dollars spent are those we use
to improve the customer
experience.”
Jeff Bezos, Founder, Amazon
World’s 1st $1trillion company
Almost bust to $30 billion
company
Back
When to test
Evaluate the designsSpecify user needs Produce design
solutions
01
.
Understand & specify the user
context
Product that works for
users
02
.
03
.
04
.
05
.
Early concept Final design
Test Test
Interactive prototype
Increasing
fidelity
Back
How to test designs?
A. Validate
design concepts
B. Evaluate
functional design
Do we have the right
features?
Are all the interactions
usable?
● Animations of tasks and
interactive screens
● 3D Paper prototyping
Does an interaction
flow make sense?
● Flat designs to show menu
options
● Storyboards of user journey
● Interactive Unity/Unreal
prototype
● Web VR prototype
● Enterprise workflow
platform
Lab based
usability testing
Rapid design
iteration
Online feedback
tools
Contextual
interviews
Lab based
sessions
Key questions Test stimulus Methods
Are there any UX
barriers undermining
success?
Back
How to test designs?
A. Validate
design concepts
B. Evaluate
functional design
Do we have the right
features?
Are all the interactions
usable?
● Animations of tasks and
interactive screens
● 3D Paper prototyping
Does an interaction
flow make sense?
● Flat designs to show menu
options
● Storyboards of user journey
● Interactive Unity/Unreal
prototype
● Web VR prototype
● Enterprise workflow
platform
Lab based
usability testing
Rapid design
iteration
Online feedback
tools
Contextual
interviews
Lab based
sessions
Key questions Test stimulus Methods
Are there any UX
barriers undermining
success?
Back
Concept testing
Animated concept mock ups
Paper prototyping
Back
How to test designs?
A. Validate
design concepts
B. Evaluate
functional design
Do we have the right
features?
Are all the interactions
usable?
● Animations of tasks and
interactive screens
● 3D Paper prototyping
Does an interaction
flow make sense?
● Flat designs to show menu
options
● Storyboards of user journey
● Interactive Unity/Unreal
prototype
● Web VR prototype
● Enterprise workflow
platform
Lab based
usability testing
Rapid design
iteration
Online feedback
tools
Contextual
interviews
Lab based
sessions
Key questions Test stimulus Methods
Are there any UX
barriers undermining
success?
Usability
evaluation
ISO definition of usability:
The extent to which a product
can be used by specified users
to achieve specified goals with
effectiveness, efficiency and
satisfaction in a specified
context of use.
Task based
evaluation
Application has specific sequences of steps to
achieve a specific goal:
● Changing settings
● Navigating content
● Communication features
● Creating or editing content
“Please show me how you
would create red sphere and
place it on top of the cube”
Play testing
Application leads the user on immersive
entertainment journey
● Video game
● 360 video
● Immersive experience
“Imagine you have downloaded
this new experience and you
have 20 minutes to try it. Please
give it a go as you would at
home.”
Back
Example: VR
Back
Example: Mobile AR
Back
Immersive tech lab
Back
Eyetracking
Back
Biometrics
GSR & ECG EEG
Back
Biometrics
GSR
Positive feelings
Emotional
intensity peaks
High
engagement
GSR & HR
correlation
Heart rate
variations
Cognitive
workload
Distraction
Baseline
normalisatiion
EEG
We can design better user experiences for
immersive tech by involving actual users in
the design process
Back
Questions

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Filip Healy (Threesixty Reality): Making Immersive Tech More Usable

  • 1. threesixty USER EXPERIENCE FOR MIXED REALITIES MAKING IMMERSIVE TECH MORE USABLE: INVOLVING TARGET USERS IN YOUR DESIGN PROCESS
  • 2. Design researcher for VR/AR Filip Healy I’ve been delivering design research to inform the evolution of new technologies for major global companies since 2002 About me
  • 3. THREESIXTY, is a London-based consultancy specialising in user experience for immersive technologies. We use research and an understanding of human interactions with technology to make VR / AR experiences intuitive and productive. My current focus
  • 4. Back Design research for immersive tech
  • 5. Back Evaluate the designs Specify user needs Produce design solutions 01 . 02 . 03 . Human centred design Understand & specify the user context Product that works for users 04 . 05. ISO 9241-210 Iterate as many times as necessary
  • 6. Back Evaluate the designs Specify user needs Produce design solutions 01 . 02 . 03 . Human centred design Understand & specify the user context Product that works for users 04 . 05. ISO 9241-210 Iterate as many times as necessary
  • 7. Back What interactions do we need to test?
  • 8. Back What interactions do we need to test?
  • 9. How intuitive is immersive tech?
  • 10. Back Design Challenges for Immersive 3D Virtual environment Objects and menus user can interact with Generally quite usable Where we see most usability issues “Just as in the last survey, respondents said that user experience was the top obstacle for mass adoption of both AR and VR. 2018 Augmented & Virtual Reality Survey, Perkins Coie
  • 11. Back UX Challenges for Immersive Understanding what is interactive Navigating menus Locating menus Orientation (VR) Learning the controllers (VR) Gestures (AR) Searching & typing Surface scanning feedback (AR) Gaze interaction
  • 12. Back Why is it important “Every dollar invested in ease of use returns $10 to $100 Cost-Justifying Usability, Clare-Marie Karat, Ph.D. from the IBM “$1 spent during design = $10 to fix problem during dev or $100 after it’s released Software Engineering: A Practitioner’s Guide, Robert Pressman Improves productivity, conversions & other KPIs Reduces development costs Evaluate the designsSpecify user needs Produce design solutions 01 . Understand & specify the user context Product that works for users 02 . 03 . 04 . 05 .
  • 13. Back Why is this important Forrester Research (2008) Of projects fail due to lack of user acceptance 70 % 83 % Jakob Nielsen (2008) Increase in KPIs due to UX 90% Strategic data consulting special report (2009) Reduction in support costs for MacAfee software after usability testing
  • 14. Back Why is this important “When we started talking to our customers and seeing how they used our service, it was the defining moment of success that turned the company around” Joe Gebbia, Co Founder, Air BnB “In our first year we didn’t spend a single dollar on advertising… the best dollars spent are those we use to improve the customer experience.” Jeff Bezos, Founder, Amazon World’s 1st $1trillion company Almost bust to $30 billion company
  • 15. Back When to test Evaluate the designsSpecify user needs Produce design solutions 01 . Understand & specify the user context Product that works for users 02 . 03 . 04 . 05 . Early concept Final design Test Test Interactive prototype Increasing fidelity
  • 16. Back How to test designs? A. Validate design concepts B. Evaluate functional design Do we have the right features? Are all the interactions usable? ● Animations of tasks and interactive screens ● 3D Paper prototyping Does an interaction flow make sense? ● Flat designs to show menu options ● Storyboards of user journey ● Interactive Unity/Unreal prototype ● Web VR prototype ● Enterprise workflow platform Lab based usability testing Rapid design iteration Online feedback tools Contextual interviews Lab based sessions Key questions Test stimulus Methods Are there any UX barriers undermining success?
  • 17. Back How to test designs? A. Validate design concepts B. Evaluate functional design Do we have the right features? Are all the interactions usable? ● Animations of tasks and interactive screens ● 3D Paper prototyping Does an interaction flow make sense? ● Flat designs to show menu options ● Storyboards of user journey ● Interactive Unity/Unreal prototype ● Web VR prototype ● Enterprise workflow platform Lab based usability testing Rapid design iteration Online feedback tools Contextual interviews Lab based sessions Key questions Test stimulus Methods Are there any UX barriers undermining success?
  • 18. Back Concept testing Animated concept mock ups Paper prototyping
  • 19. Back How to test designs? A. Validate design concepts B. Evaluate functional design Do we have the right features? Are all the interactions usable? ● Animations of tasks and interactive screens ● 3D Paper prototyping Does an interaction flow make sense? ● Flat designs to show menu options ● Storyboards of user journey ● Interactive Unity/Unreal prototype ● Web VR prototype ● Enterprise workflow platform Lab based usability testing Rapid design iteration Online feedback tools Contextual interviews Lab based sessions Key questions Test stimulus Methods Are there any UX barriers undermining success?
  • 20. Usability evaluation ISO definition of usability: The extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use.
  • 21. Task based evaluation Application has specific sequences of steps to achieve a specific goal: ● Changing settings ● Navigating content ● Communication features ● Creating or editing content “Please show me how you would create red sphere and place it on top of the cube”
  • 22. Play testing Application leads the user on immersive entertainment journey ● Video game ● 360 video ● Immersive experience “Imagine you have downloaded this new experience and you have 20 minutes to try it. Please give it a go as you would at home.”
  • 28. Back Biometrics GSR Positive feelings Emotional intensity peaks High engagement GSR & HR correlation Heart rate variations Cognitive workload Distraction Baseline normalisatiion EEG
  • 29. We can design better user experiences for immersive tech by involving actual users in the design process