2 research outputs found
Using Cognitive Walkthrough and Hybrid Prototyping to Gather User Requirements in Early Design Virtual Reality Prototypes
To evaluate Virtual Reality (VR) prototypes usability involves a va-riety of single-perspective or Hybrid methods. The latter has being suggested by literature as offering a more complete sets of requirements highlighting both ‘in-world’ and user interface problems. This paper describes our experiences in using a single-perspective method for gathering user requirements in the REVERIE (Real and Virtual Engagement In Realistic Immersive Environment) project. The study reports results involving nine evaluators who reviewed two hybrid VR prototypes with educational context. It was found that this approach was effective in highlighting a plethora of usability problems covering all as-pects of the two VR prototypes. The performance of our approach was similar to the literature. Although additional validation work is required, we can con-clude that our approach may provide a viable option to evaluate early design VR prototypes when required (e.g., when the expertise needed to use a hybrid method is not available). Future work aims to compare the performance of our approach with two-stage and multiple stage hybrid methods
Lessons from digital puppetry - Updating a design framework for a perceptual user interface
While digital puppeteering is largely used just to
augment full body motion capture in digital production, its
technology and traditional concepts could inform a more
naturalized multi-modal human computer interaction than is
currently used with the new perceptual systems such as Kinect.
Emerging immersive social media networks with their fully live
virtual or augmented environments and largely inexperienced
users would benefit the most from this strategy. This paper
intends to define digital puppeteering as it is currently
understood, and summarize its broad shortcomings based on
expert evaluation. Based on this evaluation it will suggest updates
and experiments using current perceptual technology and
concepts in cognitive processing for existing human computer
interaction taxonomy. This updated framework may be more
intuitive and suitable in developing extensions to an emerging
perceptual user interface for the general public