User testing of a prototype six degrees of freedom (6DoF) Virtual Reality (VR) experience by expert user groups.

Research output: Contribution to conferencePosterpeer-review

Abstract

A current lack of understanding of how to design and optimise the spatial design for
a six degrees of freedom (6DoF) ‘Story living’ VR experience, which uses the
environment as a storyteller, could result in poor UX.

This project evaluated the success of a prototype VR experience developed in
collaboration with the Ulster Museum in Belfast (NMNI) and Ulster University. By
designing an immersive VR experience for NMNI’s most popular key exhibit, the
Twenty-fifth dynasty Egyptian mummy Takabuti. It will virtually make Takabuti and
the world she knew digitally live again in a (6DoF) VR experience.

Project Aims:
(I) to explore the power of rich (6DoF) storytelling – ‘story living’ as a critical spatial
design tool to improve immersive User Experience (UX)
(ii) to investigate the UX of immersive reality platforms and design and evaluate a
narrative-driven case study (Takabuti) where the technology has been adopted,

Methods:
Two sets of expert users, Group A – Museum NMNI experts (N=5) and Group B –
Ulster University VR experts (N=5), were user tested on the Takabuti VR experience
prototype. Their feedback was analysed using bespoke questionnaires and open
questions about their use of VR before the experience. Furthermore, using a
bespoke VR SuS questionnaire and open questions on their experience using the
prototype after completing the actual VR experience.
The user testing used PC-based VR, fully seated, using Meta Quest 2 head-mounted
display (HMD) and two handheld controllers.
After three weeks, they again were asked to complete an online version of the SuS
they had completed after the original VR experience. To note any change over time
in their recall of that immersive experience.

Results:
This extensive feedback was then analysed to evaluate the prototype's success. On
the whole, a large percentage of the participants enjoyed the experience. Using the
environment as a storyteller was successful in the critical areas of scale and
atmosphere of buildings, lighting and weather.
Movement within 6DoF is still problematic. Two options (Teleportation and driving
using a controller mini joystick) were explored to move around the 6DoF prototype.
One (Teleportation) was overwhelmingly chosen in preference to the other which did
cause some mild motion sickness. In addition, the use of environmental affordances,
spatial audio and delayed memory of the experience was discussed and explored.

Conclusion:
It is essential to conduct user testing to fully understand narrative-driven 6DoF case
studies such as the “Takabuti” VR experience. Both in its use as a ‘Story living’
spatial design tool and how it affected participant User Experience (UX).
Using bespoke SuS questionnaires to gather valuable expert user data both on the
day of the experience and three weeks beyond it can be very helpful in informing
necessary design iterations for updates to improve UX in future iterations of such
complex immersive projects.
Original languageEnglish
Pages18-19
Publication statusPublished (in print/issue) - 30 Jan 2023
Event15th Irish Human Computer Interaction (iHCI) Symposium - Ulster University, Belfast
Duration: 17 Nov 202218 Nov 2022
https://www.ulster.ac.uk/conference/ihci

Conference

Conference15th Irish Human Computer Interaction (iHCI) Symposium
Abbreviated titleiHCI
CityBelfast
Period17/11/2218/11/22
Internet address

Keywords

  • UX
  • VR
  • HCI
  • Story Living
  • Six Degrees of Freedom (6DoF)
  • Immersive
  • Spatial environment design

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