scholarly journals Using Cognitive Walkthrough and Hybrid Prototyping to Gather User Requirements in Early Design Virtual Reality Prototypes

Author(s):  
Ioannis Doumanis ◽  
Daphne Economou
2021 ◽  
Vol 2 ◽  
Author(s):  
Qiaoxi Liu ◽  
Anthony Steed

As virtual reality (VR) headsets become more commercially accessible, a range of social platforms have been developed that exploit the immersive nature of these systems. There is a growing interest in using these platforms in social and work contexts, but relatively little work into examining the usability choices that have been made. We developed a usability inspection method based on cognitive walkthrough that we call guided group walkthrough. Guided group walkthrough is applied to existing social VR platforms by having a guide walk the participants through a series of abstract social tasks that are common across the platforms. Using this method we compared six social VR platforms for the Oculus Quest. After constructing an appropriate task hierarchy and walkthrough question structure for social VR, we ran several groups of participants through the walkthrough process. We undercover usability challenges that are common across the platforms, identify specific design considerations and comment on the utility of the walkthrough method in this situation.


Author(s):  
Jürgen Rossmann

The research field of eRobotics is currently an active domain of interest for scientists working in the area of “eSystem engineering”. The objective is to effectively use electronic media — hence the “e” at the beginning of the term — to achieve the best possible advance in the development of their respective fields of use. Well known developments in this research area include eHealth and eMedicine, eLearning, eGovernment, eSecurity, eBusiness, eForensics and so on. The aim of developments in eRobotics is to provide a comprehensive software environment to address robotics-related issues. Starting with user requirements analysis of system design, support for the development and selection of appropriate robot hardware, robot and mechanisms programming, system and process simulation, control design, and encompassing the validation of developed models and programs, eRobotics requires a continuous and systematic computer support. In this way, the ever increasing complexity of current computer-aided robotic solutions will be kept manageable, and know-how from completed work is electronically preserved and made available for further applications. In the first place, this paper is intended to give an overview of the numerous applications of eRobotics that have already been realized und thus to promote the term eRobotics in the field of Virtual Reality and simulation.


Konstruktion ◽  
2020 ◽  
Vol 72 (03) ◽  
pp. 69-74
Author(s):  
Marius Fechter ◽  
Benjamin Schleich ◽  
Sandro Wartzack

INHALT Virtual Reality bietet neben der stereoskopischen Visualisierung zusätzlich die Möglichkeit der natürlichen Interaktion mit virtuellen Objekten ähnlich der Interaktion mit phy-sischen Objekten in der Realität. Der nachfolgende Beitrag beschreibt eine auf Fingertracking basierende Methode, mit der die Gestalt eines frühen Entwurfs innerhalb einer virtuellen Umgebung in einer CAD-Anwendung synthetisiert werden kann.


Electronics ◽  
2020 ◽  
Vol 9 (7) ◽  
pp. 1064 ◽  
Author(s):  
Aurora Berni ◽  
Yuri Borgianni

The research on the use of virtual reality (VR) in the design domain has been conducted in a fragmentary way so far, and some misalignments have emerged among scholars. In particular, the actual support of VR in early design phases and the diffusion of practices involving VR in creative design stages are argued. In the present paper, we reviewed VR applications in design and categorized each of the collected 86 sources into multiple classes. These range from supported design functions to employed VR technologies and the use of systems complementing VR. The identified design functions include not only design activities traditionally supported by VR, such as 3D modelling, virtual prototyping, and product evaluation, but also co-design and design education beyond the early design phases. The possibility to support early design phases by means of VR is mirrored by the attention on products that involve an emotional dimension beyond functional aspects, which are particularly focused on in virtual assemblies and prototypes. Relevant matches between VR technologies and specific design functions have been individuated, although a clear separation between VR devices and supported design tasks cannot be claimed.


2019 ◽  
Vol 47 (4) ◽  
pp. 513-522 ◽  
Author(s):  
Tilanka Chandrasekera ◽  
Kinkini Fernando ◽  
Luis Puig

The purpose of this research was to explore the use of virtual reality (VR) in early design studios. In this research project, two different types of Head-Mounted Display (HMD) systems were used. One type of HMD provided six degrees of freedom and the other HMD provided three degrees of freedom. The research findings provide comparison on the functionality of the different types of HMDs and the sense of presence in VR environments. Sense of presence is defined as the sense of “being there” in a computer-simulated environment. The outcomes of this research are (a) development of a new presence questionnaire that focuses on newer VR systems and (b) understanding student perception of using VR in design projects.


2013 ◽  
Vol 397-400 ◽  
pp. 838-841
Author(s):  
Xu Dong Wu ◽  
Hu Liu ◽  
Song Mo ◽  
Zhe Wu

Maintainability evaluation processes of the civil aircraft in the early design phase can be more visualized and efficient using the virtual reality technique. This paper presents an architecture based on virtual reality for the civil aircrafts maintainability evaluation. The research mainly focused on one of the important aspects of civil airplanes maintainability evaluation: accessibility involved in the maintenance activities. Firstly, architecture of the evaluation system was built. Then a prototype software system based on the architecture was developed. To demonstrate the usability and effectiveness of the system, a test case was presented.


2020 ◽  
Vol 1 ◽  
pp. 91-100 ◽  
Author(s):  
H.-P. Balzerkiewitz ◽  
C. Stechert

AbstractThe aim of the present work is to show possibilities with which 3D models in virtual reality (VR) can be created and exported. First an overview of the existing hard- and software is given. Subsequently, existing solution concepts are analysed which, however, are not used in product development. Based on these knowledge a concept for the creation of 3D models in VR and the export of these models is developed.


2020 ◽  
Author(s):  
Billy Sundström Langlet ◽  
Jenny Nolstam ◽  
Modjtaba Zandian ◽  
Jenny Nolstam ◽  
Per Södersten ◽  
...  

BACKGROUND Anorexia nervosa is one of the more severe eating disorders, which is characterized by reduced food intake, leading to emaciation and psychological maladjustment. Treatment outcomes are often discouraging, with most interventions displaying a recovery rate below 50%, a dropout rate from 20% to 50%, and a high risk of relapse. Patients with anorexia nervosa often display anxiety and aversive behaviors toward food. Virtual reality has been successful in treating vertigo, anxiety disorder, and posttraumatic stress syndrome, and could potentially be used as an aid in treating eating disorders. OBJECTIVE The aim of this study was to evaluate the feasibility and usability of an immersive virtual reality technology administered through an app for use by patients with eating disorders. METHODS Twenty-six participants, including 19 eating disorder clinic personnel and 5 information technology personnel, were recruited through emails and personal invitations. Participants handled virtual food and utensils on an app using immersive virtual reality technology comprising a headset and two hand controllers. In the app, the participants learned about the available actions through a tutorial and they were introduced to a food challenge. The challenge consisted of a meal type (meatballs, potatoes, sauce, and lingonberries) that is typically difficult for patients with anorexia nervosa to eat in real life. Participants were instructed, via visual feedback from the app, to eat at a healthy rate, which is also a challenge for patients. Participants rated the feasibility and usability of the app by responding to the mHealth Evidence Reporting and Assessment checklist, the 10-item System Usability Scale, and the 20-point heuristic evaluation questionnaire. A cognitive walkthrough was performed using video recordings of participant interactions in the virtual environment. RESULTS The mean age of participants was 37.9 (SD 9.7) years. Half of the participants had previous experience with virtual reality. Answers to the mHealth Evidence Reporting and Assessment checklist suggested that implementation of the app would face minor infrastructural, technological, interoperability, financial, and adoption problems. There was some disagreement on intervention delivery, specifically regarding frequency of use; however, most of the participants agreed that the app should be used at least once per week. The app received a mean score of 73.4 (range 55-90), earning an overall “good” rating. The mean score of single items of the heuristic evaluation questionnaire was 3.6 out of 5. The lowest score (2.6) was given to the “accuracy” item. During the cognitive walkthrough, 32% of the participants displayed difficulty in understanding what to do at the initial selection screen. However, after passing the selection screen, all participants understood how to progress through the tasks. CONCLUSIONS Participants found the app to be usable and eating disorder personnel were positive regarding its fit with current treatment methods. Along with the food item challenges in the current app, participants considered that the app requires improvement to offer environmental and social (eg, crowded room vs eating alone) challenges.


Author(s):  
Harry Litaker ◽  
Ron Archer ◽  
Brett Montoya ◽  
Robert Howard

NASA human factor design engineers wanted to examine if there would be any differences in testing low-fidelity conceptual designs in a physical environment compared to a virtual environment. An evaluation of two identical environments was conducted with subject matter experts (SMEs). Results indicated that when testing a design concept at this early stage, a high correlation between the two environments exists, meaning SMEs found little to no difference when evaluating a design in either a physical or a virtual environment. There are advantages and limitations to both environments. The virtual world gave the experts a better sense of the microgravity space and the relationships of space and human presence that are difficult to simulate in a 1-g physical environment. However, the interaction between human and mechanics is better enhanced in the physical world compared to the virtual world. These advantages and limitations of each environment are important; thus, at this early design life cycle phase, virtual reality shows great promise as an evaluation environment for testing early design concepts that will cost less, give more options, and increase designer’s time to design.


10.2196/24998 ◽  
2021 ◽  
Vol 9 (2) ◽  
pp. e24998
Author(s):  
Billy Sundström Langlet ◽  
Dorothy Odegi ◽  
Modjtaba Zandian ◽  
Jenny Nolstam ◽  
Per Södersten ◽  
...  

Background Anorexia nervosa is one of the more severe eating disorders, which is characterized by reduced food intake, leading to emaciation and psychological maladjustment. Treatment outcomes are often discouraging, with most interventions displaying a recovery rate below 50%, a dropout rate from 20% to 50%, and a high risk of relapse. Patients with anorexia nervosa often display anxiety and aversive behaviors toward food. Virtual reality has been successful in treating vertigo, anxiety disorder, and posttraumatic stress syndrome, and could potentially be used as an aid in treating eating disorders. Objective The aim of this study was to evaluate the feasibility and usability of an immersive virtual reality technology administered through an app for use by patients with eating disorders. Methods Twenty-six participants, including 19 eating disorder clinic personnel and 5 information technology personnel, were recruited through emails and personal invitations. Participants handled virtual food and utensils on an app using immersive virtual reality technology comprising a headset and two hand controllers. In the app, the participants learned about the available actions through a tutorial and they were introduced to a food challenge. The challenge consisted of a meal type (meatballs, potatoes, sauce, and lingonberries) that is typically difficult for patients with anorexia nervosa to eat in real life. Participants were instructed, via visual feedback from the app, to eat at a healthy rate, which is also a challenge for patients. Participants rated the feasibility and usability of the app by responding to the mHealth Evidence Reporting and Assessment checklist, the 10-item System Usability Scale, and the 20-point heuristic evaluation questionnaire. A cognitive walkthrough was performed using video recordings of participant interactions in the virtual environment. Results The mean age of participants was 37.9 (SD 9.7) years. Half of the participants had previous experience with virtual reality. Answers to the mHealth Evidence Reporting and Assessment checklist suggested that implementation of the app would face minor infrastructural, technological, interoperability, financial, and adoption problems. There was some disagreement on intervention delivery, specifically regarding frequency of use; however, most of the participants agreed that the app should be used at least once per week. The app received a mean score of 73.4 (range 55-90), earning an overall “good” rating. The mean score of single items of the heuristic evaluation questionnaire was 3.6 out of 5. The lowest score (2.6) was given to the “accuracy” item. During the cognitive walkthrough, 32% of the participants displayed difficulty in understanding what to do at the initial selection screen. However, after passing the selection screen, all participants understood how to progress through the tasks. Conclusions Participants found the app to be usable and eating disorder personnel were positive regarding its fit with current treatment methods. Along with the food item challenges in the current app, participants considered that the app requires improvement to offer environmental and social (eg, crowded room vs eating alone) challenges.


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