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Alina Köhler (USECON)
Christine Kipke (AIT)
User Experience in
Virtual and Augmented
Reality
1
2
What is User Experience?
Many factors and touchpoints influence the system
Sociality
Exitement
Joy
Safety
Emotion
Flow
Trust
Aesthetics
Identity
Reliability
Fun
Functionality
Acceptance
Usability
Intercultuality
Initial situation: Problem? Solution!
Source: http://www.b4development.com/wp-content/uploads/2011/01/aiPULLvsPush-e1295867991208.jpg
Market pull vs. Technology push
USER/CUSTOMER
EXPERIENCE?
Desired
Creating products for PEOPLE – Create User Experience
throughout interplay of different points of view
5
Analysis
Understand and specify the
context of use
1
User Centred Design* Process, ISO 9241-210
Specification
Specify the user requirements
2
Design
Produce design solutions
to meet user requirements
3
Evaluation
Evaluate the design against
requirements
4
Planning
Plan the Human-Centred Design
process (UCD process)
Design solution meets
user requirements
* The correct definition according to ISO standard is „Human-centred design“.
5
The AIT – Center for Technology Experience
• Austria‘s largest non-university research organisation
• Analysis and Optimisation of User and Quality of
Experience
• Prediciton and Shaping of Technology Acceptance
• Critical Making and Rapid Prototyping
• Scientific Research of User Experience in Virtual
and Extended worlds, e.g. to immersion and
presence
Marc Busch, Mario Lorenz, Manfred Tscheligi, Christina
Hochleitner, and Trenton Schulz. 2014. Being There For
Real – Presence in Real and Virtual Environments and
its Relation to Usability. Proc. of NordiCHI.
Design and Analysis of the User Experience in
Virtual and Augmented Reality
7
Completely different Interaction (compared to
the Desktop)
„Motion Sickness“
New input and output methods
Presence factors (Reality vs. Virtual Reality)
Movements
Beyond-state-of-the-art?/Learnings
Status Quo Research & Technology  Status Quo User/ Customer
Market
Sales figures 2016 (worldwide):
Glance into the future?
Dependencies of AR/VR evolvement
Smartphones
1.405,3 Mio
AR/VR decives
14.9 Mio
Source:https://de.statista.com/statistik/daten/studie/426558/umfrage/prognose-zum-absatz-von-head-mounted-displays-weltweit/
https://de.statista.com/statistik/daten/studie/12865/umfrage/prognose-zum-absatz-von-smartphones-weltweit/
Applications
9
• Entertainment/Gaming:
• Interactive player experience
• „Immersion“ into a new world
• Adult entertainment
• Training:
• Health, Prevention, Psychotherapy (e.g. phobia)
• Safety & Security
• Education & employee trainings
• Product- and process development:
• Planning und Evaluation of new technologies and services
• „Graphic“ design of surroundings, e.g. shops and malls
• Planning of new buildings, industrial technology (production halls, etc.)
Current Approaches
10
Entertainment/ Gaming
Product and Process Development
http://www.smesouthafrica.co.za/Fieldspace-Prop-VR-Demo-500x330.jpg
https://www.google.at/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&ved=0ahUKEwizltCKg6XWAhWEL1AKHWlOBgUQjxwIAw&url=
http%3A%2F%2Fwww.virtual-reality-in-tourism.com%2
Fexperiments-vr-in-destinations%2F&psig=AFQjCNF4Lv7Grelc-RxowzOwaScesqALog&ust=1505490440066593
Training
LAW-TRAIN – Virtual Investigative Interviewing Game
LAW-TRAIN has received funding from the European Union‘s Horizon 2020
research and innovation programme under grant agreement No. 653587
Website: http://www.law-train.eu/
Current Approaches
Applications
12
• Property viewings
• Integration in the selling process to create a plastic understanding for the
customer
• Understaking changing in real time (experience, costs, efficiency)
• Arranging of furnishings
• Tourism
• Visualization of destinations
• Intensifying of the travelling experience for the travellers
• Higher security and satisfaction feeling
Current Approaches
13
Tourism
Property Viewing
http://www.smesouthafrica.co.za/Fieldspace-Prop-VR-Demo-500x330.jpg
https://www.google.at/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&ved=0ahUKEwizltCKg6XWAhWEL1AKHWlOBgUQjxwIAw&url=http%3A%2F%2Fwww.virtual-
reality-in-tourism.com%2
Fexperiments-vr-in-destinations%2F&psig=AFQjCNF4Lv7Grelc-RxowzOwaScesqALog&ust=1505490440066593
Applications in the insurance sector
14
(Image source: Adobe Stock.)
Additional support in
cases of damage
Sector-specific training
programs
Improvement of safety
practices
Redefinition of verificaiton
and evaluation of claims
Thank You!
Christine Kipke
Business Development
christine.kipke@ait.ac.at
Alina Köhler
Sales, Marketing & Business
Development Manager
alina.koehler@usecon.com

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User Experience in Virtual and Augmented Reality

  • 1. Alina Köhler (USECON) Christine Kipke (AIT) User Experience in Virtual and Augmented Reality 1
  • 2. 2 What is User Experience? Many factors and touchpoints influence the system Sociality Exitement Joy Safety Emotion Flow Trust Aesthetics Identity Reliability Fun Functionality Acceptance Usability Intercultuality
  • 3. Initial situation: Problem? Solution! Source: http://www.b4development.com/wp-content/uploads/2011/01/aiPULLvsPush-e1295867991208.jpg Market pull vs. Technology push
  • 4. USER/CUSTOMER EXPERIENCE? Desired Creating products for PEOPLE – Create User Experience throughout interplay of different points of view 5
  • 5. Analysis Understand and specify the context of use 1 User Centred Design* Process, ISO 9241-210 Specification Specify the user requirements 2 Design Produce design solutions to meet user requirements 3 Evaluation Evaluate the design against requirements 4 Planning Plan the Human-Centred Design process (UCD process) Design solution meets user requirements * The correct definition according to ISO standard is „Human-centred design“. 5
  • 6. The AIT – Center for Technology Experience • Austria‘s largest non-university research organisation • Analysis and Optimisation of User and Quality of Experience • Prediciton and Shaping of Technology Acceptance • Critical Making and Rapid Prototyping • Scientific Research of User Experience in Virtual and Extended worlds, e.g. to immersion and presence Marc Busch, Mario Lorenz, Manfred Tscheligi, Christina Hochleitner, and Trenton Schulz. 2014. Being There For Real – Presence in Real and Virtual Environments and its Relation to Usability. Proc. of NordiCHI.
  • 7. Design and Analysis of the User Experience in Virtual and Augmented Reality 7 Completely different Interaction (compared to the Desktop) „Motion Sickness“ New input and output methods Presence factors (Reality vs. Virtual Reality) Movements Beyond-state-of-the-art?/Learnings
  • 8. Status Quo Research & Technology  Status Quo User/ Customer Market Sales figures 2016 (worldwide): Glance into the future? Dependencies of AR/VR evolvement Smartphones 1.405,3 Mio AR/VR decives 14.9 Mio Source:https://de.statista.com/statistik/daten/studie/426558/umfrage/prognose-zum-absatz-von-head-mounted-displays-weltweit/ https://de.statista.com/statistik/daten/studie/12865/umfrage/prognose-zum-absatz-von-smartphones-weltweit/
  • 9. Applications 9 • Entertainment/Gaming: • Interactive player experience • „Immersion“ into a new world • Adult entertainment • Training: • Health, Prevention, Psychotherapy (e.g. phobia) • Safety & Security • Education & employee trainings • Product- and process development: • Planning und Evaluation of new technologies and services • „Graphic“ design of surroundings, e.g. shops and malls • Planning of new buildings, industrial technology (production halls, etc.)
  • 10. Current Approaches 10 Entertainment/ Gaming Product and Process Development http://www.smesouthafrica.co.za/Fieldspace-Prop-VR-Demo-500x330.jpg https://www.google.at/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&ved=0ahUKEwizltCKg6XWAhWEL1AKHWlOBgUQjxwIAw&url= http%3A%2F%2Fwww.virtual-reality-in-tourism.com%2 Fexperiments-vr-in-destinations%2F&psig=AFQjCNF4Lv7Grelc-RxowzOwaScesqALog&ust=1505490440066593
  • 11. Training LAW-TRAIN – Virtual Investigative Interviewing Game LAW-TRAIN has received funding from the European Union‘s Horizon 2020 research and innovation programme under grant agreement No. 653587 Website: http://www.law-train.eu/ Current Approaches
  • 12. Applications 12 • Property viewings • Integration in the selling process to create a plastic understanding for the customer • Understaking changing in real time (experience, costs, efficiency) • Arranging of furnishings • Tourism • Visualization of destinations • Intensifying of the travelling experience for the travellers • Higher security and satisfaction feeling
  • 14. Applications in the insurance sector 14 (Image source: Adobe Stock.) Additional support in cases of damage Sector-specific training programs Improvement of safety practices Redefinition of verificaiton and evaluation of claims
  • 15. Thank You! Christine Kipke Business Development christine.kipke@ait.ac.at Alina Köhler Sales, Marketing & Business Development Manager alina.koehler@usecon.com