IEA2021 pre-print proceeding "A Human-Centered Design Procedure for Conceptualization Using Virtual Reality Prototyping Applied in an Inflight Lavatory"
Evaluating Interactive User-Centered Mobile Application with 3D FeaturesWenzhuo Duan
Human-Computer interaction is an increasingly popular topic in present digital world, so how to define and interpret current relationship between human and machine is an area that is worthy of being explored. This presentation determines to evaluate one of Chinese interactive mobile application to help people establish a more comprehensive understanding of user experience and user-centered design, from both technology and emotional sides.
This presentation contains the slides presented during the 8th Scientific Advisory Board Meeting for Integranova, Oliva Nova (Spain), 29-30 September 2011.
Evaluating Interactive User-Centered Mobile Application with 3D FeaturesWenzhuo Duan
Human-Computer interaction is an increasingly popular topic in present digital world, so how to define and interpret current relationship between human and machine is an area that is worthy of being explored. This presentation determines to evaluate one of Chinese interactive mobile application to help people establish a more comprehensive understanding of user experience and user-centered design, from both technology and emotional sides.
This presentation contains the slides presented during the 8th Scientific Advisory Board Meeting for Integranova, Oliva Nova (Spain), 29-30 September 2011.
User Interfaces and User Centered Design Techniques for Augmented Reality and...Stuart Murphy
We chose to explore virtual and augmented reality (VR and AR) due to its recent emergence into the mainstream areas of gaming, mobile applications and various other systems. We felt it important to distinguish between VR and AR in both areas of interaction design and user interface evaluation and creation techniques. As it is a topic of great passion for us we wanted to instill the possibilities that this medium has to offer for interaction designers and UI developers.
VIRTUAL ENVIRONMENT FOR DIAGNOSING DYSLEXIC CHILDREN’ VISUAL SPATIAL POTENTIALijma
This paper discusses the design of a non-immersive virtual environment for diagnosing dyslexic children’s
visual-spatial potential called D-Potensi and the diagnostic testing of the prototype. The design of the
virtual environment is based on the adaption of Sutcliffe's VR development methodology, comprising four
activities: (i) determining type of VR, (ii) selecting modalities and interaction devices, (iii) creating and
modelling 3D objects, and (iv)creating terrains. For the diagnostic testing, a qualitative approach using
semi-structured interview and an observation technique were used to identify the potential problems of DPotensi.
Participants of the diagnostic test comprised the president of Malaysian Dyslexia Association
(MDA), a dyslexic teacher, the father of a dyslexic child, and five dyslexic children. The results of the test
suggest that the design of D-Potensi virtual environment needs further improvement to enhance its
usability. As such, the researchers propose a number of suggestions to improve the design of D-Potensi
virtual environment.
SOTMEU 2011 - OSM Potlatch2 Usability EvaluationPatrick Weber
This paper presents one of the first systematic investigations into the usability of Volunteered Geographic Information (VGI) editor front-ends, using established best practice in Human Computer Interaction (HCI) research. The two front-ends evaluated are Potlatch 2 and Google Map Maker, to present contrasting views of the user experience of two major VGI projects. Two user groups with no prior experience of VGI contribution were instructed to enrol and contribute data to both VGI projects, and their interaction with the two services were monitored using a mobile eye tracker and video screen capture software in a computer lab environment. The resulting data was analysed to reveal how users interact and experience VGI editors, as well as highlight deficiencies and differences between Potlatch 2 and Google Map Maker. The results from this research project are a set of recommendations for the future development of these editors, specifically relating to improving the user experience and ease of use of VGI editors.
ASCI 530 – Unmanned SystemsActivity 7.4 – Research Project Peer.docxfestockton
ASCI 530 – Unmanned Systems
Activity 7.4 – Research Project: Peer-review Defense
Reviewer’s recommendation
How addressed
[Comment identifier (e.g., BT1)]: Reviewer comment
Provide a response indicating how this comment will be addressed in the next revision of the project or defend why a change would not be appropriate.
General Studies 420: Disability & Society
Spring 2019Assignment #3 Community Accessibility Evaluation
As we have discussed in class there are many ways to make our community more inclusive and accessible. Unfortunately, accessibility is often an afterthought in the engineering, design, and building process of community environments. This results in the exclusion of people with disabilities in life activities that non-disabled people take for granted. The hope with this assignment is to open your eyes to the ways that our community can be accessible and inaccessible for people with disabilities, and the ways that we can be proactive in ensuring that accessibility features are present within our communities.
Name (Last, First):
Date:
Class section (1 or 2):
Red ID:
Examples of places you can evaluate:
· Places of worship
· Public events
· Public buildings
· Public parks and walkways
· Local businesses
· Tourist areas
· Travel destinations
Respond to each question in detail to determine how this location is accessible or inaccessible to people with disabilities. (Remember: Accessibility is not only for those with visible disabilities, but also invisible disabilities such as heart conditions, anxiety disorders, etc.). You must include the question and your thorough response in full sentences, 12-point font, double spaced, with 1” margins. You must submit your assignment on Blackboard in a Microsoft Word Format. Email submissions will not be accepted.
Note: If you are an English Language Learner or if you struggle with English grammar, we strongly recommend that you use the services of the SDSU Writing Center prior to submitting assignments. Grammatical errors that interfere with comprehension while grading will result in point losses on assignments.
For this assignment you will respond to the following questions on the topic of accessibility in the community:
1. Name and location of the public place you are evaluating. Give a description of the location. (1 pt)
2. Is it accessible to some people with disabilities more than others? If so, which group of people is it more accessible to? And which group of people with disabilities is it not accessible to? Explain why you have come to this conclusion. (2 pts)
3. If you could make this location more accessible what would you change, include, remove, or alter? Explain how and why. (2 pts)
4. What are some features/qualities in this location that make it accessible? What barriers exist in this location that make accessibility more challenging? Are the features/qualities and barriers man-made in the current moment? Or are ...
The fundamentals of User-Centered Design (UCD) in this concise overview. Discover the methodology that prioritizes user needs and preferences throughout the entire design and development process. Learn key principles, practical applications, and the impact of UCD on creating effective, usable, and accessible products. Ideal for designers, developers, and product managers aiming to enhance user experience.
All content within this presentation is the property of Royal Holloway, University of London. Unauthorized use, duplication, or distribution of the materials contained herein is strictly prohibited.
User Interfaces and User Centered Design Techniques for Augmented Reality and...Stuart Murphy
We chose to explore virtual and augmented reality (VR and AR) due to its recent emergence into the mainstream areas of gaming, mobile applications and various other systems. We felt it important to distinguish between VR and AR in both areas of interaction design and user interface evaluation and creation techniques. As it is a topic of great passion for us we wanted to instill the possibilities that this medium has to offer for interaction designers and UI developers.
VIRTUAL ENVIRONMENT FOR DIAGNOSING DYSLEXIC CHILDREN’ VISUAL SPATIAL POTENTIALijma
This paper discusses the design of a non-immersive virtual environment for diagnosing dyslexic children’s
visual-spatial potential called D-Potensi and the diagnostic testing of the prototype. The design of the
virtual environment is based on the adaption of Sutcliffe's VR development methodology, comprising four
activities: (i) determining type of VR, (ii) selecting modalities and interaction devices, (iii) creating and
modelling 3D objects, and (iv)creating terrains. For the diagnostic testing, a qualitative approach using
semi-structured interview and an observation technique were used to identify the potential problems of DPotensi.
Participants of the diagnostic test comprised the president of Malaysian Dyslexia Association
(MDA), a dyslexic teacher, the father of a dyslexic child, and five dyslexic children. The results of the test
suggest that the design of D-Potensi virtual environment needs further improvement to enhance its
usability. As such, the researchers propose a number of suggestions to improve the design of D-Potensi
virtual environment.
SOTMEU 2011 - OSM Potlatch2 Usability EvaluationPatrick Weber
This paper presents one of the first systematic investigations into the usability of Volunteered Geographic Information (VGI) editor front-ends, using established best practice in Human Computer Interaction (HCI) research. The two front-ends evaluated are Potlatch 2 and Google Map Maker, to present contrasting views of the user experience of two major VGI projects. Two user groups with no prior experience of VGI contribution were instructed to enrol and contribute data to both VGI projects, and their interaction with the two services were monitored using a mobile eye tracker and video screen capture software in a computer lab environment. The resulting data was analysed to reveal how users interact and experience VGI editors, as well as highlight deficiencies and differences between Potlatch 2 and Google Map Maker. The results from this research project are a set of recommendations for the future development of these editors, specifically relating to improving the user experience and ease of use of VGI editors.
ASCI 530 – Unmanned SystemsActivity 7.4 – Research Project Peer.docxfestockton
ASCI 530 – Unmanned Systems
Activity 7.4 – Research Project: Peer-review Defense
Reviewer’s recommendation
How addressed
[Comment identifier (e.g., BT1)]: Reviewer comment
Provide a response indicating how this comment will be addressed in the next revision of the project or defend why a change would not be appropriate.
General Studies 420: Disability & Society
Spring 2019Assignment #3 Community Accessibility Evaluation
As we have discussed in class there are many ways to make our community more inclusive and accessible. Unfortunately, accessibility is often an afterthought in the engineering, design, and building process of community environments. This results in the exclusion of people with disabilities in life activities that non-disabled people take for granted. The hope with this assignment is to open your eyes to the ways that our community can be accessible and inaccessible for people with disabilities, and the ways that we can be proactive in ensuring that accessibility features are present within our communities.
Name (Last, First):
Date:
Class section (1 or 2):
Red ID:
Examples of places you can evaluate:
· Places of worship
· Public events
· Public buildings
· Public parks and walkways
· Local businesses
· Tourist areas
· Travel destinations
Respond to each question in detail to determine how this location is accessible or inaccessible to people with disabilities. (Remember: Accessibility is not only for those with visible disabilities, but also invisible disabilities such as heart conditions, anxiety disorders, etc.). You must include the question and your thorough response in full sentences, 12-point font, double spaced, with 1” margins. You must submit your assignment on Blackboard in a Microsoft Word Format. Email submissions will not be accepted.
Note: If you are an English Language Learner or if you struggle with English grammar, we strongly recommend that you use the services of the SDSU Writing Center prior to submitting assignments. Grammatical errors that interfere with comprehension while grading will result in point losses on assignments.
For this assignment you will respond to the following questions on the topic of accessibility in the community:
1. Name and location of the public place you are evaluating. Give a description of the location. (1 pt)
2. Is it accessible to some people with disabilities more than others? If so, which group of people is it more accessible to? And which group of people with disabilities is it not accessible to? Explain why you have come to this conclusion. (2 pts)
3. If you could make this location more accessible what would you change, include, remove, or alter? Explain how and why. (2 pts)
4. What are some features/qualities in this location that make it accessible? What barriers exist in this location that make accessibility more challenging? Are the features/qualities and barriers man-made in the current moment? Or are ...
The fundamentals of User-Centered Design (UCD) in this concise overview. Discover the methodology that prioritizes user needs and preferences throughout the entire design and development process. Learn key principles, practical applications, and the impact of UCD on creating effective, usable, and accessible products. Ideal for designers, developers, and product managers aiming to enhance user experience.
All content within this presentation is the property of Royal Holloway, University of London. Unauthorized use, duplication, or distribution of the materials contained herein is strictly prohibited.
Hierarchical Digital Twin of a Naval Power SystemKerry Sado
A hierarchical digital twin of a Naval DC power system has been developed and experimentally verified. Similar to other state-of-the-art digital twins, this technology creates a digital replica of the physical system executed in real-time or faster, which can modify hardware controls. However, its advantage stems from distributing computational efforts by utilizing a hierarchical structure composed of lower-level digital twin blocks and a higher-level system digital twin. Each digital twin block is associated with a physical subsystem of the hardware and communicates with a singular system digital twin, which creates a system-level response. By extracting information from each level of the hierarchy, power system controls of the hardware were reconfigured autonomously. This hierarchical digital twin development offers several advantages over other digital twins, particularly in the field of naval power systems. The hierarchical structure allows for greater computational efficiency and scalability while the ability to autonomously reconfigure hardware controls offers increased flexibility and responsiveness. The hierarchical decomposition and models utilized were well aligned with the physical twin, as indicated by the maximum deviations between the developed digital twin hierarchy and the hardware.
NO1 Uk best vashikaran specialist in delhi vashikaran baba near me online vas...Amil Baba Dawood bangali
Contact with Dawood Bhai Just call on +92322-6382012 and we'll help you. We'll solve all your problems within 12 to 24 hours and with 101% guarantee and with astrology systematic. If you want to take any personal or professional advice then also you can call us on +92322-6382012 , ONLINE LOVE PROBLEM & Other all types of Daily Life Problem's.Then CALL or WHATSAPP us on +92322-6382012 and Get all these problems solutions here by Amil Baba DAWOOD BANGALI
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HEAP SORT ILLUSTRATED WITH HEAPIFY, BUILD HEAP FOR DYNAMIC ARRAYS.
Heap sort is a comparison-based sorting technique based on Binary Heap data structure. It is similar to the selection sort where we first find the minimum element and place the minimum element at the beginning. Repeat the same process for the remaining elements.
Literature Review Basics and Understanding Reference Management.pptxDr Ramhari Poudyal
Three-day training on academic research focuses on analytical tools at United Technical College, supported by the University Grant Commission, Nepal. 24-26 May 2024
NUMERICAL SIMULATIONS OF HEAT AND MASS TRANSFER IN CONDENSING HEAT EXCHANGERS...ssuser7dcef0
Power plants release a large amount of water vapor into the
atmosphere through the stack. The flue gas can be a potential
source for obtaining much needed cooling water for a power
plant. If a power plant could recover and reuse a portion of this
moisture, it could reduce its total cooling water intake
requirement. One of the most practical way to recover water
from flue gas is to use a condensing heat exchanger. The power
plant could also recover latent heat due to condensation as well
as sensible heat due to lowering the flue gas exit temperature.
Additionally, harmful acids released from the stack can be
reduced in a condensing heat exchanger by acid condensation. reduced in a condensing heat exchanger by acid condensation.
Condensation of vapors in flue gas is a complicated
phenomenon since heat and mass transfer of water vapor and
various acids simultaneously occur in the presence of noncondensable
gases such as nitrogen and oxygen. Design of a
condenser depends on the knowledge and understanding of the
heat and mass transfer processes. A computer program for
numerical simulations of water (H2O) and sulfuric acid (H2SO4)
condensation in a flue gas condensing heat exchanger was
developed using MATLAB. Governing equations based on
mass and energy balances for the system were derived to
predict variables such as flue gas exit temperature, cooling
water outlet temperature, mole fraction and condensation rates
of water and sulfuric acid vapors. The equations were solved
using an iterative solution technique with calculations of heat
and mass transfer coefficients and physical properties.
Water billing management system project report.pdfKamal Acharya
Our project entitled “Water Billing Management System” aims is to generate Water bill with all the charges and penalty. Manual system that is employed is extremely laborious and quite inadequate. It only makes the process more difficult and hard.
The aim of our project is to develop a system that is meant to partially computerize the work performed in the Water Board like generating monthly Water bill, record of consuming unit of water, store record of the customer and previous unpaid record.
We used HTML/PHP as front end and MYSQL as back end for developing our project. HTML is primarily a visual design environment. We can create a android application by designing the form and that make up the user interface. Adding android application code to the form and the objects such as buttons and text boxes on them and adding any required support code in additional modular.
MySQL is free open source database that facilitates the effective management of the databases by connecting them to the software. It is a stable ,reliable and the powerful solution with the advanced features and advantages which are as follows: Data Security.MySQL is free open source database that facilitates the effective management of the databases by connecting them to the software.
6th International Conference on Machine Learning & Applications (CMLA 2024)ClaraZara1
6th International Conference on Machine Learning & Applications (CMLA 2024) will provide an excellent international forum for sharing knowledge and results in theory, methodology and applications of on Machine Learning & Applications.
A review on techniques and modelling methodologies used for checking electrom...nooriasukmaningtyas
The proper function of the integrated circuit (IC) in an inhibiting electromagnetic environment has always been a serious concern throughout the decades of revolution in the world of electronics, from disjunct devices to today’s integrated circuit technology, where billions of transistors are combined on a single chip. The automotive industry and smart vehicles in particular, are confronting design issues such as being prone to electromagnetic interference (EMI). Electronic control devices calculate incorrect outputs because of EMI and sensors give misleading values which can prove fatal in case of automotives. In this paper, the authors have non exhaustively tried to review research work concerned with the investigation of EMI in ICs and prediction of this EMI using various modelling methodologies and measurement setups.
Online aptitude test management system project report.pdfKamal Acharya
The purpose of on-line aptitude test system is to take online test in an efficient manner and no time wasting for checking the paper. The main objective of on-line aptitude test system is to efficiently evaluate the candidate thoroughly through a fully automated system that not only saves lot of time but also gives fast results. For students they give papers according to their convenience and time and there is no need of using extra thing like paper, pen etc. This can be used in educational institutions as well as in corporate world. Can be used anywhere any time as it is a web based application (user Location doesn’t matter). No restriction that examiner has to be present when the candidate takes the test.
Every time when lecturers/professors need to conduct examinations they have to sit down think about the questions and then create a whole new set of questions for each and every exam. In some cases the professor may want to give an open book online exam that is the student can take the exam any time anywhere, but the student might have to answer the questions in a limited time period. The professor may want to change the sequence of questions for every student. The problem that a student has is whenever a date for the exam is declared the student has to take it and there is no way he can take it at some other time. This project will create an interface for the examiner to create and store questions in a repository. It will also create an interface for the student to take examinations at his convenience and the questions and/or exams may be timed. Thereby creating an application which can be used by examiners and examinee’s simultaneously.
Examination System is very useful for Teachers/Professors. As in the teaching profession, you are responsible for writing question papers. In the conventional method, you write the question paper on paper, keep question papers separate from answers and all this information you have to keep in a locker to avoid unauthorized access. Using the Examination System you can create a question paper and everything will be written to a single exam file in encrypted format. You can set the General and Administrator password to avoid unauthorized access to your question paper. Every time you start the examination, the program shuffles all the questions and selects them randomly from the database, which reduces the chances of memorizing the questions.
1. A Human-Centered Design Procedure for
Conceptualization Using Virtual Reality Prototyping
Applied in An Inflight Lavatory
Meng Li 1,2[0000-0002-7095-0170]
, Doris Aschenbrenner1[0000-0002-3381-1673]
, Daniëlle van
Tol1[0000-0001-5593-8643]
, Daan van Eijk1[0000-0002-5148-0521]
, Peter Vink1[0000-0001-9985-3369]
1
The Faculty of Industrial Design Engineering, Delft University of Technology, Delft 2628CE,
The Netherlands
2
Mechanical Engineering School, Xi’an Jiaotong University, Xi’an 710049, PR China
m-li.4@tudelft.nl
Abstract. For designing large-scale products like an airplane, engaging end-
users in the concept phase is difficult. However, early user evaluation is im-
portant to choose the path which fits the user’s needs best. In particular, com-
fort-related assessments are difficult to conduct with digital models that are
shown on a desktop PC application. Digital Human Modelling (DHM) plays a
role in postural comfort analysis, while the subjective comfort feedback still
largely relied on consulting with end-users.
This paper applies a human-centered design process and analyses the ad-
vantages and disadvantages of using VR prototypes for involving users during
concept design. This study focused on using VR prototypes for concept selec-
tion and verification based on comfort assessment with potential end-users.
The design process started with an online questionnaire for identifying the qual-
ity of the design elements (Step 1 online study). Then, alternative concepts were
implemented in VR, and users evaluated these concepts via a VR headset (Step
2 Selection study). Finally, the research team redesigned the final concept and
assessed it with potential users via a VR headset (Step 3 Experience study).
Every design element contributed positively to the long-haul flight comfort, es-
pecially tap-basin height, storage, and facilities. The male and female partici-
pants had different preferences on posture, lighting, storage, and facilities. The
final prototype showed a significantly higher comfort rate than the original pro-
totypes.
The first-person immersion in VR headsets helps to identify the nuances be-
tween concepts, thus supports better decision-making via collecting richer and
more reliable user feedback to make faster and more satisfying improvements.
Keywords: Virtual Reality, Concept Design, Human-Centered Design, Virtual
Prototyping, First-Person Immersion
2. 2
1 Introduction
Designing a large-scale product like the Flying-V, the next-generation airplane, en-
gaging end-users in the concept phase is difficult. However, early user evaluation is
important in choosing the path which fits the user’s needs best. In particular, com-
fort-related assessments are difficult to conduct with digital prototypes that are shown
on a desktop PC application. Comfort is described as “a feeling of relief or encour-
agement”, “contented well-being” and “a satisfying or enjoyable experience” by the
Merriam-Webster Dictionary [1]. Despite the diverse perspectives on comfort-related
experience, but most studied agree that “comfort is a subjective experience”[2]. Com-
fort plays an important role in boosting a traveler’s well-being, especially during a
long-haul flight. Hence, comfort is becoming increasingly significant in the interior
design of transport systems like airplanes [2, 3]. Digital Human Modelling (DHM)
took the advantages of various anthropometric parameters in postural comfort analy-
sis for transport systems, while the subjective comfort feedback still largely relied on
consulting with end-users [4]. Torkashvand reported that ‘using the bathroom’ is the
second most important activity on board, influencing general satisfaction [5]. Yao and
Vink found that reducing the waiting time for accessing lavatories and maintaining
hygiene and refreshment are key points of improving long-haul flight comfort [6].
Understanding comfortable hygiene experiences in transportation systems is challeng-
ing, not only due to the privacy and safety issues but also due to the diverse demands
of using public lavatories [7]. The co-creation sessions discovered that the activities
around the basin, such as skin-caring, making-up, hair-styling, shaving, and washing
face and hands are key to the comfortable hygiene experience during long-haul flights
[6]. Considering the limited space of airplane lavatories, we found the following de-
sign elements relevant to the comfort of the long-haul flight: posture, lighting, the
height of tap to the bottom of the basin, storage, and facilities.
The Human-Centered Design (HCD) methodology favors VR prototyping, as a tool to
evaluate concepts in a cost-efficient, time-saving way. VR has been used in different
stages of design processes, e.g. design reviewing with the CAVE (Cave Automatic
Virtual Environment) systems [8, 9]. Virtual prototypes enhanced by tactile feedback
have been used in the ergonomic evaluation of cockpit layout and car dashboard de-
signs [10, 11]. A recent study showed that the VR prototype has the same level of
confidence as the visual assessment of real products[12]. However, the suitability of
VR prototypes for selecting design concepts regarding comfort remains unexplored.
This suitability is heavily impacted by whether comfort-related elements like posture,
lighting, height, storage space, and facilities are sufficiently conveyed via VR. This
can be explored by testing which concepts are chosen by users when they are experi-
encing different VR prototypes.
3. 3
1.1 Research Questions
The research aimed at answering how concept design could improve comfort from
using VR and if it enabled potential users to better compare alternative concepts and
possibly select a better solution. The research questions for this study are:
RQ1: Which design elements of the hygiene experience influence the comfort in long-
haul flight?
RQ2: Which concepts are perceived more comfortable by end-users via showing them
in VR prototyping?
RQ3: Whether VR prototyping helps to improve a comfortable experience?
2 Methodology
In this study, the design process started with an online questionnaire for identifying
the quality of the design elements (Step 1 online study). Then, alternative concepts
were implemented in VR and user evaluation of the selection process was carried out
(Step 2 Selection study). Finally, the resulting concept was designed and assessed
again by potential users via VR (Step 3 Experience study).
2.1 Step 1: Online Study
One hundred and one respondents (including 58 females and 43 males) took part in an
online survey on ten design elements related to hygiene activities in a long-haul flight.
A 7-point Likert scale was developed based on the Kano model [13]. On the scale, 1
means “very dissatisfied” while 7 means “very satisfied”. The design elements in-
cluded larger standing space, sitting in front of mirrors, storage, tap-basin space,
warm lighting, easy-open door, the waiting-queue, open space, facilities, and chang-
ing room. These elements were categorized into five patterns: one-dimensional, must-
be, indifferent, attractive, reverse [13]. The satisfaction differences between males
and females were test via two-tailed T-tests.
2.2 Step 2: Selection Study
Twenty-eight students (including 12 males and 16 females) participated in the concept
selection in the VR Lab of the Delft University of Technology. A 7-point Likert scale
was used for collecting the comfort level (1 means “very uncomfortable”, 7 means
“very comfortable”). Ten concepts were evaluated regarding five design elements.
The concepts were shown in an HTC Vive headset (1080×1200 per eye). A 1:1 card-
board enclosure provided the tactile feedback of the VR space. After filling in the
informed consent, participants rated their comfort level when a concept was shown to
them. Each concept was displayed for 40 seconds and was randomized for each par-
ticipant. After the evaluation, the participants had an oral reflection session for col-
lecting qualitative feedback. The means were calculated. Wilcoxon matched-pair
signed-rank test was applied to compare the concepts.
4. 4
2.3 Step 3: Experience Study
Thirty-three participants joined the final assessment of the lavatory concept at the
same lab. A similar comfort questionnaire, a realistic questionnaire, and the Presence
Questionnaire (PQ) were used for accessing the immersive experience. A predefined
instruction asked participants to imagine that they were in a long-haul flight while
seeking refreshment. They simulated refreshing activities in their preferred ways in
the virtual environment. After the simulated usage, they filled in the questionnaires.
The means and standard deviation were calculated.
3 Results
3.1 Step 1: Online Study
All elements are one-dimensional except open space and facilities while sitting pos-
ture and change room have more diverse distribution (Fig. 1a). Considering the gen-
der differences, the males preferred sitting more and females liked larger standing
space (Fig. 1b).
Fig. 1: (a) design quality for the elements; and (b) for different genders.
3.2 Step 2: Selection Study
In general, lower tap-basin height, more available storage, and high-end facilities
have significantly contributed to a more comfortable experience (Table 1). Warmer
lighting was associated with better comfort. The comfort of females significantly
depended on high-end facilities, while males would be more comfortable when stand-
ing pose and having more storage.
Table 1. The perceived comfort between the two concepts among different genders
Male (12) Female (16) Total(28)
Mean(SD) p value Mean(SD) p value Mean(SD) p value
5. 5
Male (12) Female (16) Total(28)
Mean(SD) p value Mean(SD) p value Mean(SD) p value
With seat 3.83(1.403) 0.077 3.87(1.727) 0.309 3.85(1.562) 0.056
No seat 4.75(1.545) 4.56(1.459) 4.64(1.471)
Light3000k 4.42(1.621) 0.357 4.25(1.342) 0.070 4.32(1.442) 0.053
Light3500k 4.75(0.965) 4.00(1.088) 4.82(1.020)
Tap-basin28cm 5.00(1.279) 0.083 4.69(1.448) 0.163 4.78(1.368) 0.036*
Tap-basin24cm 5.58(0.996) 5.27(0.884) 5.41(0.931)
Storage shelves 5.08(1.443) 0.055 4.69(1.448) 0.171 4.86(1.433) 0.021*
Storage box 4.08(1.240) 4.06(1.389) 4.07(1.303)
More facilities 5.58(1.505) 0.224 5.69(1.078) 0.004** 5.64(1.254) 0.002**
Fewer facilities 4.75(1.422) 4.25(1.183) 4.46(1.290)
*indicates that p value <0.05; **indicates that p value <0.01.
The participants thought tactile feedback created a believable perception of being
inside the lavatory but did not influence their comfort level. The participants had viv-
id feedback, such as sharp edges, postures during turbulence, and bend angle when
using the basin.
3.3 Step 3: Experience Study
Participants rated every design element of the final prototype significantly higher than
the prototypes in the selection study except the comfort of using water (Fig. 2a). The
VR prototyping was realistic for the participants except using water and no significant
differences between the people with or without VR experience (Fig. 2b). No signifi-
cant simulation sickness symptoms were perceived by the participants.
Fig. 2: (a) the comfort perception and (b) the realistic level of the final prototype. “*” indicates
that p-value <0.05; “**” indicates that p-value <0.01; “***” indicates that p-value < 0.001.
4 Discussion and Conclusion
Regarding the research questions, every design element contributed positively to the
long-hula flight comfort, especially tap-basin height, storage, and facilities. The male
and female participants had different preferences, e.g. comfortable standing posture
6. 6
and storage are key for males, while high-end facilities and lighting are more critical
to females. Lavatories provide a private bubble for many people during long-haul
flights [6,14], thus some participants wanted to remove the seat to limit the duration
of each user. The shelves, providing more options for storing passengers’ belongings
were preferred. Kuijt-Evers also mentioned that storage space can be an element for
improving the comfort of wheel loaders and excavators [15]. The basin improved
comfort by providing sufficient space for cleaning hands and faces. This need is con-
firmed by a study showing the larger environments for washing hands increase user-
friendliness [16].
The final prototype showed a significantly higher comfort rate than the first round.
The first-person immersion provided by VR prototyping encouraged the participants
to be more interactive and explorative during concept evaluation [11, 17]. The miss-
ing interaction of virtual objects like the tap might influence the perception of realism
and thus alter the comfort perception, as we observed on the comfort of using water
[18]. The knowledge on using a VR headset was mainly new to most of the partici-
pants, thus a formal practice session is needed [19]. The potential risk of prototyping
using a VR headset is some individuals might experience severe simulation sickness
symptoms and quit the evaluation [20].
The first-person immersion in VR prototyping helps to identify the nuances between
concepts, thus supports better decision-making via collecting richer and more reliable
user feedback to make faster and more satisfying improvements. The next step of this
study is comparing the VR prototyping with the physical prototyping within the Fly-
ing-V project to find out how to take advantage of both of them to create more effec-
tive and efficient human-centered design processes.
Acknowledgment
The authors wish to thank Ms. Xinhe Yao for her assistance in developing the VR
prototyping and conducting the tests. The authors thank all the participants who
shared their feedback about the prototyping and VR experience.
Funding
Meng Li’s doctoral research is sponsored by a grant from China Scholarship Council
(CSC) (No. 201706280020). The contents of this paper are solely the responsibility
of the authors and do not necessarily represent the official views of CSC.
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