3 research outputs found

    Is virtual reality so user-friendly for non-designers in early design activities? Comparing skills needed to traditional sketching versus virtual reality sketching

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    Virtual reality (VR) sketching has many advantages for product design and tends to be more and more used among designers and non-designers (end-users). Nevertheless, few studies have focused on the skills needed to use VR sketching for non-designers especially VR novices in VR software. This study focuses on identifying the cognitive impact of VR sketching compared to traditional sketching on VR expert and VR novice in an experimental setting. Thirty-one participants composed of VR experts (N = 15) and VR novices (N = 16) completed a mental rotation test and then performed one traditional paper and pencil sketching task and two VR sketching tasks. We also measured the participants’ movements when using the VR sketching. Results show that VR experts perform better than VR novices in VR sketching because training is an essential element for the quality of traditional and VR sketching. Nevertheless, VR novices with previous training in traditional drawing and/or high mental rotation skills will be able to produce good-quality sketches. In addition, the results show that users moving more in the immersive environment performed better quality sketches if the drawing requires more complex shapes. Our results suggest that VR sketching can be complex to use for a part of the population that may be end-users, especially for those with little experience in traditional and VR sketching and with poor visuospatial abilities. We, therefore, advise to check the non-designers’ prior skills, otherwise, it will be necessary to train these users in VR sketching

    Why does the quality of sketches in virtual reality depend so much on individuals? Analysis and identification of factors based on laboratory and field experiments

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    Virtual reality (VR) sketching tends to be democratized in the early stages of design for several reasons (e.g., improved creativity). Nevertheless, our field studies and the scientific literature identified some constraints to the use of VR sketching such as the low quality of the sketches impacting the acceptance of the design tool for the future users. The objective of our study is better understand them to improve the quality of user sketches. Thirty-one participants completed questionnaires (VR and drawing experience, visuo-spatial skills, usability) and performed 2 VR sketching tasks. Sketch quality was evaluated using a multifactorial approach (volume, proportion, fidelity). The results showed that each skill (visuo-spatial abilities, drawing experience and spatial inspection) has a specific impact on some factors. We detailed the results and proposed recommendations for improving the use of the sketching software and sketches quality.Projet Européen INEDIT (Grant agreement N 869952

    Visualizing the invisible: User-centered design of a system for the visualization of flows and concentrations of particles in the air

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    This study presents two experiments addressing the representation of scientific data, in particular airflows, with a user-centered design approach. Our objective is to provide users feedback to data visualization designers to help them choose an air flow representation that is understandable and attractive for non-experts. The first study focuses on static markers allowing to visualize an airflow, with information characterizing the direction and the intensity. In a second study, carried out in an immersive virtual environment, two information were added, the temporal evolution and the concentration of pollutants in the air. To measure comprehension and attractiveness, participants were asked to answer items on Likert scales (experiment 1) and to answer User Experience Questionnaire (experiment 2). The results revealed that arrows seem to be a very common and understandable form to represent orientation and direction of flow, but that they should be improved to be more attractive by making them brighter and more transparent, as the representation could occlude the scene, especially in virtual reality. To solve this problem, we suggest giving the users the ability to define the specific area where they want to see the air flow, using a cross-sectional view. Vector fields and streamlines could therefore be applied in a virtual reality context.Chaire d'enseignement et de recherche "Time To Concept
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