Usability Testing of Virtual Reality Applications—The Pilot Study
Abstract
:1. Introduction
- Learnability: How easy it is for the user to accomplish basic tasks the first time they are dealing with the design.
- Efficiency: How quickly the user can perform tasks once they have learned the design.
- Memorability: How easily the user reestablishes proficiency when they return to the design after a period of not using it.
- Errors: How many errors the users make, and how easily they can recover from the errors.
- Satisfaction: How pleasurable it is to use the design.
- We introduce a procedure for usability testing in VR. The procedure includes an automatic analysis of the objective data (e.g., EEG and speech signal analysis, head and hand tracking, speed of task performance) extracted during typical usability testing, and automatic analysis of subjective data represented by questionnaire answers.
- The introduced procedure was tested on fourteen subjects. The results are juxtaposed with specialists’ observations as well as user subjective opinions (post-interview).
- All devices used for collecting objective data are integrated with the headset, thus there is no need for additional external measuring or data collecting equipment, which can disturb the VR experience and consequently influence the usability test results.
- The presented solution is especially aimed at performing usability tests at scale, eliminating the need for constant supervision and observation, which is resource-consuming or impossible with bigger test groups.
2. Related Works
2.1. User-Subjective Metrics in VR Usability Testing
2.2. Objective Metrics in VR Usability Testing
3. VR Design
4. Methods and Analysis
4.1. Study Design
- issue #1—interface board in the wrong distance from user (too close, too far away);
- issue #2—swapped places of answer buttons;
- issue #3—answers without button (just letters without any frame);
- issue #4—answer buttons out of field of view (also connected with arm fatigue);
- issue #5—haptic inconsistency;
- issue #6—sound inconsistency.
4.2. Study Settings
4.2.1. HMD Built-In Head and Hands Tracking
4.2.2. Electroencephalography
4.2.3. Video Analysis
4.2.4. Task Performance
4.2.5. User Observation Analysis
4.3. Procedure
4.4. Automatic Usability Testing
4.4.1. Features Extraction
4.4.2. Classification
5. Results Discussion
5.1. Automatic Usability Testing Results
5.2. Usability Questionnaire Results
5.3. Usability Observation Evaluation
- The distance between user and UI board does matter. of users were confused and rather taken aback when the UI was too close; some of them nervously looked around to read and choose the chosen answer; selection of the correct button was challenging for them as well. of test participants had problems seeing clearly and reading when the UI was too far. Interestingly, older participants and those with hyperopia did not find this error problematic.
- Users get used to UI arrangement (in this case button arrangement). When the answer buttons (YES/NO) were swapped, of users were confused and unsure if they had selected the correct answer. The design of answer buttons with frame and colour (YES—green, NO—red) helped users to find the desired option. Without buttons, of users did not know where they should exactly press. When the buttons were out of field of view, all users needed more time to find out “new arrangement”, so they used more time for such questions (statistically over twice as long). However, the users adapted to buttons outside the board and there was less confusion in the next questions with such UI error.
- Controller vibrations do not play a key role in VR experience. of participants did not notice any changes in controller vibrations, and the majority of them did not feel any haptics.
- Sound is a valuable element of UI and supports giving user feedback as well. When the sound was changed a few users were confused and unsure whether they had selected the correct answer.
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Conflicts of Interest
References
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Partic. | #1 | #2 | #3 | #4 | #5 | #6 | #7 | #8 | #9 | #10 | #11 | #12 | #13 | #14 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sex | M | M | F | F | F | M | M | F | M | M | M | M | F | M |
Age | 62 | 50 | 48 | 43 | 26 | 32 | 57 | 26 | 44 | 31 | 33 | 31 | 37 | 43 |
Head movements | Y-axis rotation: mean, median, std, max and min |
X-axis rotation: mean, median, std, max and min | |
Hand movements | Y-axis rotation: mean, median, std, max and min |
X-axis rotation: mean, median, std, max and min | |
EEG | Level of attention: mean, median, std, max and min |
Level of relaxation: mean, median, std, max and min | |
Speech signal | MFCC: mean values of |
F0: mean, median, std, max and min | |
Energy: mean, median, std, max and min |
k-NN | SVM | RF | MLP | |
---|---|---|---|---|
speech | 64.29 | 68.51 | 67.21 | 61.69 |
head | 66.23 | 66.23 | 68.18 | 66.68 |
hand | 55.84 | 58.77 | 64.94 | 61.69 |
EEG | 66.56 | 64.94 | 66.68 | 65.58 |
COMBO | 67.21 | 68.51 | 71.75 | 70.78 |
COMBO+Q | 73.70 | 75.97 | 76.95 | 76.30 |
COMBO+Q+S | 79.8 | 80.82 | 84.23 | 82.20 |
Questions | Mean | STD |
---|---|---|
#1 I thought the application was easy to use. | 4.6 | 0.6 |
#2 I thought there was too much inconsistency in this application. | 3.1 | 1.4 |
#3 I found the buttons that were too low or too high very cumbersome to use. | 3.5 | 1.1 |
#4 I felt very uncomfortable/unconfident when the buttons were out of field of view. | 2.6 | 1.2 |
#5 I thought the user interface placed too close was uncomfortable to use. | 3.9 | 1.3 |
#6 I thought the user interface placed too far was difficult to use. | 2.8 | 1.4 |
#7 I found the colour of buttons (green for YES, red for NO) helpful to select wanted answer. | 4.5 | 0.6 |
#8 I needed more time to select the answer when the buttons were in opposite colours (YES—red, NO—green). | 2.8 | 1.4 |
#9 I found it surprising when the sound confirming selection was different than previously. | 4.4 | 0.6 |
#10 I found it easier when the answers to select when in button-form (buttons in a frame with colour background). | 3.6 | 1.4 |
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Kamińska, D.; Zwoliński, G.; Laska-Leśniewicz, A. Usability Testing of Virtual Reality Applications—The Pilot Study. Sensors 2022, 22, 1342. https://doi.org/10.3390/s22041342
Kamińska D, Zwoliński G, Laska-Leśniewicz A. Usability Testing of Virtual Reality Applications—The Pilot Study. Sensors. 2022; 22(4):1342. https://doi.org/10.3390/s22041342
Chicago/Turabian StyleKamińska, Dorota, Grzegorz Zwoliński, and Anna Laska-Leśniewicz. 2022. "Usability Testing of Virtual Reality Applications—The Pilot Study" Sensors 22, no. 4: 1342. https://doi.org/10.3390/s22041342
APA StyleKamińska, D., Zwoliński, G., & Laska-Leśniewicz, A. (2022). Usability Testing of Virtual Reality Applications—The Pilot Study. Sensors, 22(4), 1342. https://doi.org/10.3390/s22041342