Analyzing the Use of Heuristics in a Virtual Reality Learning Context: A Literature Review
Abstract
:1. Introduction
2. Methods
2.1. Data Collection and Search Terms
2.2. Inclusion/Exclusion Criteria
2.3. Data Extraction
2.4. Analyzing the Articles
3. Results
3.1. Overview of Various Applications of Heuristics
Refs | Heuristics Mentioned | Application of Heuristics |
---|---|---|
[3] |
| The modified heuristic was used to structure the analysis of each device, though the reasoning for choosing that specific heuristic was not explained. |
[14] | The authors performed a heuristic evaluation with Sutcliffe and Gault’s VR heuristics [34]; the evaluation yielded a backlog of what needed to be rectified in the next iteration. | |
[17] | The authors used the PROMETHEUS methodology to create a new set of domain-specific heuristics for VLE learning environments. | |
[24] |
| The authors used heuristics to design the VR application and its overall interaction. |
[27] |
| The authors evaluated their system using the HEDEG method, which was based on Nielsen’s heuristics [23] |
[28] | The authors created a framework for teachers planning a VR-inclusive curriculum and developed eight heuristics of their own. | |
[31] |
| The authors used a set of heuristics to help decide if VR technology is fit to use to reach the learning objectives. |
[32] |
| The authors performed a heuristic evaluation and a cognitive walkthrough by deriving their own set of heuristics but based them on [23] and later enriched them with existing literature and practical experience. |
[33] |
| The authors used a mixed-method approach, using both interviews and a heuristic evaluation that yielded five areas of design considerations when developing VR applications of similar contexts. |
3.2. Overview of the Efficiency of Using Heuristics
3.3. Overview of Key User Experience Concepts in VLE
4. Discussion and Future Directions
5. Strengths and Limitations of This Review
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Appendix A
Highlights | Initial Coding | Second Code | Final Theme |
---|---|---|---|
The concept of immersion is widely used to describe VR. It is not clear what immersion is or how people experience it. In the VR context, a series of questions remains unanswered regarding how users feel about the stories they experience via VR, how immersion influences performances and values, and how users react to their VR experiences. | Immersion discourse, user’s perception, user experience, virtual reality. | Immersion | Key user experience concepts in VR |
Immersion can be a fluid and reflective concept rather than a fixed and isolated factor. An underlying assumption is that immersion is a single, unidirectional, and consequential effect. Research on perceived engagement has focused on discrete factors (e.g., content, service, and system), overlooking how these factors are processed (e.g., how users perceive, accept, experience, and interact) and related (e.g., how a particular experience of interactivity is related to specific content). A procedural and contextual view of immersion highlights the dynamic nature of users’ quality of experience. | Immersion discourse, engagement, user’s perception, user experience, dynamic nature. | Immersion | |
The HEDEG follows Nielsen’s heuristic recommendations for technology assessments (Valle et al., 2013). The 30-statement tool evaluates the following heuristics: interface, educational elements, content, gameplay, and multimedia. | HEDEG, Nielsen’s heuristic, evaluation, ranking of problems. | Evaluation | Various applications of heuristics |
The resulting VLE heuristics keep Nielsen’s heuristics unchanged and add eight new heuristics, from VH11 to VH18, that consider features that are specific to the domain of VLEs. The reason why Nielsen’s heuristics appear in the new set of heuristics is that the early stages of PROMETHEUS require the search and reuse of any usability heuristic related to the domain or its specific features of it. | Nielsen’s heuristics, additional heuristics, PROMETHEUS, usability. | Creation of heuristics | |
The usability testing revealed higher scores for the natural expression of action, natural engagement, and sense of presence, indicating areas of improvement. Lower scores were revealed for usability items such as consistent departures and realistic feedback as well as close coordination of action, representation, and faithful viewpoints. | Usability testing, natural expression, natural engagement, presence, score. Sutcliffe’s heuristics. | Evaluation | The efficiency of using heuristics |
The evaluation resulted in 22 instantiated problems, i.e., total problems found by the six subjects who participated in the evaluation, without the distinction of repeated problems between the subjects, or the number of problem instances per subject in which 50% of the subjects encountered 6 usability problems. | Evaluation, identified problems, subjects, number of instances per subject, usability problems. | Evaluation |
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Concept | Definition | Refs |
---|---|---|
Embodiment | A core concept in VR that often refers to the experienced embodiment a user feels in a VE; ultimately generates a sense of presence in the virtual world. Experienced embodiment aids the user in feeling as if they are a part of the VE and feel connected to the other agents in the world. | [3,14,15,16] |
Empathy | Being in the same space as another character makes the user strongly feel the character’s emotion in a situation. Users may view a virtual reality experience as more realistic and compassionate as a result of simulated empathy in VR. | [16] |
Flow | The state in which the user is engaged in the task at hand; flow can be an experience of immersion into a certain user action. Users may experience flow when the task at hand is engaging and challenges the user to utilize their skills fully. | [16] |
Immersion | An ambiguous term, often used synonymously with presence, though the literature states that it could be either the level of fidelity of the VE or the feeling the user has while immersed in the environment. | [3,16,31,32,33] |
Presence | Generally refers to the user’s experience in the virtual world and how they act and react as if they are physically there. | [3,31,33] |
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Mohammad, A.; Pedersen, L. Analyzing the Use of Heuristics in a Virtual Reality Learning Context: A Literature Review. Informatics 2022, 9, 51. https://doi.org/10.3390/informatics9030051
Mohammad A, Pedersen L. Analyzing the Use of Heuristics in a Virtual Reality Learning Context: A Literature Review. Informatics. 2022; 9(3):51. https://doi.org/10.3390/informatics9030051
Chicago/Turabian StyleMohammad, Abdulghafour, and Line Pedersen. 2022. "Analyzing the Use of Heuristics in a Virtual Reality Learning Context: A Literature Review" Informatics 9, no. 3: 51. https://doi.org/10.3390/informatics9030051
APA StyleMohammad, A., & Pedersen, L. (2022). Analyzing the Use of Heuristics in a Virtual Reality Learning Context: A Literature Review. Informatics, 9(3), 51. https://doi.org/10.3390/informatics9030051