Hostname: page-component-78c5997874-v9fdk Total loading time: 0 Render date: 2024-11-14T01:26:18.441Z Has data issue: false hasContentIssue false

The configuration and experience mapping of an accessible VR environment for effective design reviews

Published online by Cambridge University Press:  20 July 2020

Andrew Wodehouse*
Affiliation:
Design, Manufacturing and Engineering Management, University of Strathclyde, Glasgow, UK
Brian Loudon
Affiliation:
Loud1Design, Glasgow, UK
Lewis Urquhart
Affiliation:
Design, Manufacturing and Engineering Management, University of Strathclyde, Glasgow, UK
*
Author for correspondence: Andrew Wodehouse, E-mail: [email protected]

Abstract

This paper presents a new VR interaction environment for the evaluation of digital prototypes, specifically in designer–client review sessions, and documents its implementation via experience mapping. Usability of VR controllers and basic manipulation remains a barrier for lay users, and a range of typical implementations are reviewed, highlighting the need for an easily accessible interface for this setting. The resulting interface configuration – the Control Carousel – demonstrates how the appropriate use of familiar mechanisms can increase VR accessibility. Three case studies using the Carousel in commercial design projects are described, and the subsequent interface refinements outlined. Finally, the development of an experience map describing the logistical, interactive, and emotive factors affecting the Carousel's implementation is documented. This provides insights on how experience mapping can be used as part of a human-centred design process to ensure VR environments are attuned to the requirements of users, in this instance delivering improved collaborative reviews.

Type
Research Article
Copyright
Copyright © The Author(s), 2020. Published by Cambridge University Press

Access options

Get access to the full version of this content by using one of the access options below. (Log in options will check for institutional or personal access. Content may require purchase if you do not have access.)

References

Algharabat, RS and Abu-ElSamen, AA (2013) Modelling the impact of 3D product presentation on online behaviour. International Journal of Electronic Marketing and Retailing 5, 242264.CrossRefGoogle Scholar
Algharabat, RS and Shatnawi, T (2014) The effect of 3D product quality (3D–Q) on perceived risk and purchase intentions: the case of apparel online retailers. International Journal of Electronic Business 11, 256273.Google Scholar
Barbieri, L, Angilica, A, Bruno, F and Muzzupappa, M (2013) Mixed prototyping with configurable physical archetype for usability evaluation of product interfaces. Computers in Industry 64, 310323.CrossRefGoogle Scholar
Barrett, N, Swain, I, Gatzidis, C and Mecheraoui, C (2016) The use and effect of video game design theory in the creation of game-based systems for upper limb stroke rehabilitation. Journal of Rehabilitation and Assistive Technologies Engineering 3, 2055668316643644.Google ScholarPubMed
Bassanino, M, Wu, KC, Yao, J, Khosrowshahi, F, Fernando, T and Skjaerbaek, J (2010) The impact of immersive virtual reality on visualisation for a design review inconstruction. In 2010 14th International Conference Information Visualisation. IEEE, pp. 585–589.Google Scholar
Bevan, C, Green, DP, Farmer, H, Rose, M, Cater, K, Fraser, DS and Brown, H (2019) Behind the Curtain of the “Ultimate Empathy Machine”: On the Composition of Virtual Reality Nonfiction Experiences. Glasgow. Scotland, UK: Association for Computing Machinery.CrossRefGoogle Scholar
Bottani, E and Vignali, G (2019) Augmented reality technology in the manufacturing industry: a review of the last decade. IISE Transactions 51, 284310.CrossRefGoogle Scholar
Bruno, F and Muzzupappa, M (2010) Product interface design: a participatory approach based on virtual reality. International Journal of Human-Computer Studies 68, 254269.CrossRefGoogle Scholar
Coburn, JQ, Freeman, I and Salmon, JL (2017) A review of the capabilities of current low-cost virtual reality technology and its potential to enhance the design process. Journal of Computing and Information Science in Engineering 17, 031013.CrossRefGoogle Scholar
Cummings, JJ and Bailenson, JN (2016) How immersive is enough? A meta-analysis of the effect of immersive technology on user presence. Media Psychology 19, 272309.Google Scholar
De Paolis, LT and De Luca, V (2019) The impact of the input interface in a virtual environment: the Vive controller and the Myo armband. Virtual Reality. https://doi.org/10.1007/s10055-019-00409-6Google Scholar
Ecorys (2018) Edita Bezegová, MartaAnna Ledgard, Roelof-Jan Molemaker, Barbara Pia Oberč, Alexandros Vigkos. Ecorys, Report available at https://www.gvra.com/2017/11/09/europe-track-become-global-vr-leader/ (accessedon 19th June 2020).Google Scholar
Erra, U, Malandrino, D and Pepe, L (2018) A methodological evaluation of natural user interfaces for immersive 3D Graph explorations. Journal of Visual Languages & Computing 44, 1327.CrossRefGoogle Scholar
Google Inc. (2019) Build Virtual Worlds: Create immersive VR experiences at Google scale. Availabe online: https://developers.google.com/vr/ (accessed on 26th July 2019).Google Scholar
Hery, E and Drew, G (2019) Tool for map creation and map interaction during tabletop game sessions. Proceedings of the 2019 on Creativity and Cognition. San Diego, CA, USA: Association for Computing Machinery, pp. 531–535.CrossRefGoogle Scholar
Horvat, N, Škec, S, Martinec, T, Lukačević, F and Perišić, MM (2019) Comparing virtual reality and desktop interface for reviewing 3D CAD Models. Proceedings of the Design Society: International Conference on Engineering Design 1, 19231932.Google Scholar
Howard, T (2014) Journey mapping: a brief overview. Communication Design Quarterly Review 2, 1013.Google Scholar
Jerald, J (2016) The VR Book: Human-Centered Design for Virtual Reality. Claypool: Association for Computing Machinery and Morgan.Google Scholar
Jerald, J, LaViola, JJ Jr and Marks, R (2017) VR Interactions. ACM SIGGRAPH 2017 Courses. https://doi.org/10.1145/3084873.3084900.CrossRefGoogle Scholar
Johnston, R and Kong, X (2011) The customer experience: a road-map for improvement. Managing Service Quality: An International Journal 21, 524.CrossRefGoogle Scholar
Kalbach, J. (2016) Mapping Experiences: A Complete Guide to Creating Value Through Journeys, Blueprints, and Diagrams. Sebastopol CA, USA: “O'Reilly Media, Inc.”.Google Scholar
Kharoub, H, Lataifeh, M and Ahmed, N (2019) 3D User interface design and usability for immersive VR. Applied Sciences 9, 4861.CrossRefGoogle Scholar
Kolko, J (2015) Design Thinking Comes of Age. Boston, MA, USA: Harvard Business Review. Available at https://hbr.org/2015/09/design-thinking-comes-of-age (accessed 19th June 2020).Google Scholar
Lee, JY, Seo, DW and Rhee, GW (2011) Tangible authoring of 3D virtual scenes in dynamic augmented reality environment. Computers in Industry 62, 107119.CrossRefGoogle Scholar
Lei, X, Zhang, T, Chen, K, Zhang, J, Tian, Y, Fang, F and Chen, L (2019) Psychophysics of wearable haptic/tactile perception in a multisensory context. Virtual Reality & Intelligent Hardware 1, 185200.CrossRefGoogle Scholar
Lixin, Z (2011) E-business system usability design with 3D technology. 2011 International Conference on Computer Science and Service System (CSSS), pp. 370–372.CrossRefGoogle Scholar
MacAllister, A, Winer, E, Yeh, T-P, Seal, D and Degenhardt, G (2014) A natural user interface for immersive design review. ASME 2014 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference, Volume 1B: 34th Computers and Information in Engineering Conference.CrossRefGoogle Scholar
Maguire, M (2001) Methods to support human-centred design. International Journal of Human-Computer Studies 55, 587634.CrossRefGoogle Scholar
May, EG and Greyser, SA (2012) From-home shopping: where is it leading?. In Reddy, SK and Pellegrini, L (eds), Retail and Marketing Channels (RLE Retailing and Distribution). Abingdon, UK: Routledge, pp. 216.Google Scholar
Mestre, D, Vercher, JL (2011) Immersion and presence. In Fuchs, P (ed.), Virtual Reality: Concepts and Technologies. Boca Raton, FL, USA: CRC Press, Inc, pp. 93100.Google Scholar
Moon, H, Han, SH, Chun, J and Hong, SW (2016) A design process for a customer journey map: a case study on mobile services. Human Factors and Ergonomics in Manufacturing & Service Industries 26, 501514.CrossRefGoogle Scholar
Nee, AYC, Ong, SK, Chryssolouris, G and Mourtzis, D (2012) Augmented reality applications in design and manufacturing. CIRP Annals 61, 657679.CrossRefGoogle Scholar
Nickpour, F and Dong, H (2011) designing anthropometrics! requirements capture for physical ergonomic data for designers. The Design Journal 14, 92111.CrossRefGoogle Scholar
Norman, DA (2005) Human-centered design considered harmful. Interactions 12, 1419.CrossRefGoogle Scholar
Pahl, G and Beitz, W (1995) Engineering Design, A Systematic Approach. Bath, UK: Springer.Google Scholar
Pierce, JS, Stearns, BC and Pausch, R (1999) Voodoo dolls: seamless interaction at multiple scales in virtual environments. Proceedings of the 1999 symposium on Interactive 3D graphics. Atlanta, GA, USA: ACM, pp. 141–145.CrossRefGoogle Scholar
Porter, JR and Kientz, JA (2013) An empirical study of issues and barriers to mainstream video game accessibility. Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility. Bellevue, Washington: ACM, pp. 1–8.CrossRefGoogle Scholar
Pugh, S (1991) Total Design. Reading, UK: Addison-Wesley.Google Scholar
Regazzoni, D, Rizzi, C and Vitali, A (2018) Virtual reality applications: guidelines to design natural user interface. ASME 2018 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference, Volume 1B: 38th Computers and Information in Engineering Conference.CrossRefGoogle Scholar
Ruppert, GCS, Reis, LO, Amorim, PHJ, de Moraes, TF and da Silva, JVL (2012) Touchless gesture user interface for interactive image visualization in urological surgery. World Journal of Urology 30, 687691.CrossRefGoogle ScholarPubMed
Salomoni, P, Prandi, C, Roccetti, M, Casanova, L, Marchetti, L and Marfia, G (2017) Diegetic user interfaces for virtual environments with HMDs: a user experience study with oculus rift. Journal on Multimodal User Interfaces 11, 173184.CrossRefGoogle Scholar
Sanders, EBN and Stappers, PJ (2008) Co-creation and the new landscapes of design. CoDesign 4, 518.CrossRefGoogle Scholar
Shneiderman, B (1997) Designing the User Interface: Strategies for Effective Human-Computer Interaction. Boston, MA, USA: Addison-Wesley Longman Publishing Co., Inc.Google Scholar
Shoolapani, B and Jinka, P (2011) Virtual simulation and augmented interfaces for business models with focus on banking and retail. 2011 Fourth IEEE International Conference on Utility and Cloud Computing (UCC), pp. 469–473.CrossRefGoogle Scholar
Simeone, AL (2016) Indirect touch manipulationfor interaction with stereoscopic displays. In 2016 IEEE Symposium on 3D UserInterfaces (3DUI), 19–20 March 2016, Greenville, SC, USA. IEEE, pp. 13–22.Google Scholar
Stoakley, R, Conway, MJ and Pausch, R (1995) Virtual reality on a WIM: interactive worlds in miniature. CHI 95, 265272.Google Scholar
Sullivan, P and Heitmeyer, J (2008) Looking at Gen Y shopping preferences and intentions: exploring the role of experience and apparel involvement. International Journal of Consumer Studies 32, 285295.CrossRefGoogle Scholar
Ulrich, KT and Eppinger, SD (1995) Product Design and Development. New York, NY: McGraw-Hill.Google Scholar
Uva, AE, Cristiano, S, Fiorentino, M and Monno, G (2010) Distributed design review using tangible augmented technical drawings. Computer-Aided Design 42, 364372.CrossRefGoogle Scholar
Verlinden, J and Horváth, I (2009) Analyzing opportunities for using interactive augmented prototyping in design practice. AI EDAM 23(Special Issue 03), 289303.Google Scholar
Witmer, BG and Singer, MJ (1998) Measuring presence in virtual environments: a presence questionnaire. Presence 7, 225240.CrossRefGoogle Scholar
Wodehouse, A and Abba, M (2016) 3D Visualisation for online retail:factors in consumer behaviour. International Journal of Market Research 58, 451472.CrossRefGoogle Scholar
Wolfartsberger, J (2019) Analyzing the potential of virtual reality for engineering design review. Automation in Construction 104, 2737.CrossRefGoogle Scholar
Yi, H, Hong, J, Kim, H and Lee, W (2019) DexController: designing a VR controller with grasp-recognition for enriching natural game experience. 25th ACM Symposium on Virtual Reality Software and Technology, p. Article 22. Parramatta, NSW, Australia: Association for Computing Machinery.CrossRefGoogle Scholar
Yue, Y-T, Zhang, X, Yang, Y, Ren, G, Choi, Y-K and Wang, W (2017) WireDraw: 3D Wire Sculpturing Guided with Mixed Reality. Denver, CO, USA: Association for Computing Machinery.CrossRefGoogle Scholar
Zomerdijk, LG and Voss, CA (2010) Service design for experience-centric services. Journal of Service Research 13, 6782.CrossRefGoogle Scholar