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Main Authors: Bensch, Leonie, Casini, Andrea, Cowley, Aidan, Dufresne, Florian, Guerra, Enrico, de Medeiros, Paul, Nilsson, Tommy, Rometsch, Flavie, Treuer, Andreas, Vock, Anna
Format: Preprint
Published: 2024
Subjects:
Online Access:https://arxiv.org/abs/2402.15695
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_version_ 1866929256342224896
author Bensch, Leonie
Casini, Andrea
Cowley, Aidan
Dufresne, Florian
Guerra, Enrico
de Medeiros, Paul
Nilsson, Tommy
Rometsch, Flavie
Treuer, Andreas
Vock, Anna
author_facet Bensch, Leonie
Casini, Andrea
Cowley, Aidan
Dufresne, Florian
Guerra, Enrico
de Medeiros, Paul
Nilsson, Tommy
Rometsch, Flavie
Treuer, Andreas
Vock, Anna
contents This chapter explores the practice of conducting user research studies and design assessments in virtual reality (VR). An overview of key VR hardware and software tools is provided, including game engines, such as Unity and Unreal Engine. Qualitative and quantitative research methods, along with their various synergies with VR, are likewise discussed, and some of the challenges associated with VR, such as limited sensory stimulation, are reflected upon. VR is proving particularly useful in the context of space systems development, where its utilisation offers a cost-effective and secure method for simulating extraterrestrial environments, allowing for rapid prototyping and evaluation of innovative concepts under representative operational conditions. To illustrate this, we present a case study detailing the application of VR to aid aerospace engineers testing their ideas with end-users and stakeholders during early design stages of the European Space Agency's (ESA) prospective Argonaut lunar lander. This case study demonstrates the effectiveness of VR simulations in gathering important feedback concerning the operability of the Argonaut lander in poor lighting conditions as well as surfacing relevant ergonomics considerations and constraints. The chapter concludes by discussing the strengths and weaknesses associated with VR-based user studies and proposes future research directions, emphasising the necessity for novel VR interfaces to overcome existing technical limitations.
format Preprint
id arxiv_https___arxiv_org_abs_2402_15695
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Applied User Research in Virtual Reality: Tools, Methods, and Challenges
Bensch, Leonie
Casini, Andrea
Cowley, Aidan
Dufresne, Florian
Guerra, Enrico
de Medeiros, Paul
Nilsson, Tommy
Rometsch, Flavie
Treuer, Andreas
Vock, Anna
Human-Computer Interaction
Multimedia
93B51, 97M50
H.1.2; I.3.8; J.4; J.m; K.8.2; J.6
This chapter explores the practice of conducting user research studies and design assessments in virtual reality (VR). An overview of key VR hardware and software tools is provided, including game engines, such as Unity and Unreal Engine. Qualitative and quantitative research methods, along with their various synergies with VR, are likewise discussed, and some of the challenges associated with VR, such as limited sensory stimulation, are reflected upon. VR is proving particularly useful in the context of space systems development, where its utilisation offers a cost-effective and secure method for simulating extraterrestrial environments, allowing for rapid prototyping and evaluation of innovative concepts under representative operational conditions. To illustrate this, we present a case study detailing the application of VR to aid aerospace engineers testing their ideas with end-users and stakeholders during early design stages of the European Space Agency's (ESA) prospective Argonaut lunar lander. This case study demonstrates the effectiveness of VR simulations in gathering important feedback concerning the operability of the Argonaut lander in poor lighting conditions as well as surfacing relevant ergonomics considerations and constraints. The chapter concludes by discussing the strengths and weaknesses associated with VR-based user studies and proposes future research directions, emphasising the necessity for novel VR interfaces to overcome existing technical limitations.
title Applied User Research in Virtual Reality: Tools, Methods, and Challenges
topic Human-Computer Interaction
Multimedia
93B51, 97M50
H.1.2; I.3.8; J.4; J.m; K.8.2; J.6
url https://arxiv.org/abs/2402.15695