Skip to main content

Play to Improve: Gamifying Usability Evaluations in Virtual Reality

  • Conference paper
  • First Online:
HCI International 2020 - Late Breaking Papers: User Experience Design and Case Studies (HCII 2020)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 12423))

Included in the following conference series:

  • 1705 Accesses

Abstract

Objective: The research study focuses on evaluating how usability engineering related activities would look like in virtual reality from an exploratory point of view. Research questions for the study are: a) What quantitative impact does an environment have on the usability evaluation of software interface components? b) How is this impact different in virtual environment as compared to physical environment? c) What could be the best interaction design representation in virtual reality which could have a similar mental model for the users as having a mouse and keyboard in physical environment? d) What role does another user/a virtual mannequin and other elements/objects play on influencing the usability evaluation results in virtual reality?

Background: As per ISO 62366 and Food and drugs administration (FDA) guidelines, simulating usage environment when evaluating software components is crucial. However, with conventional lab environment usability testing sessions have no environment simulated in it.

The research focuses on how the transition path (moving from physical to virtual environment) would look like if a researcher wants to thoroughly evaluate a design concept in virtual reality.

Method: Participants (N = 8) participated in the experiment to evaluate 3 interaction design concepts in virtual reality (1) gaze timer: seeing the virtual monitor for 3 s to go to the next page in the workflow, (2) gaze click: seeing the virtual monitor and using controller to aim and go to the next page in the workflow, and (3) gaze gesture: seeing the virtual monitor and using controller to pick-drag-drop a page in the workflow stack to another location. The three interaction design concepts varied in physical workload, cognitive workload, familiarity, learning curve and readability. The experiment design was a within subject design.

Results: Participants preferred gaze click interaction design concept over gaze timer and gaze gesture concept.

Conclusion: Having a virtual environment added to a conventional lab/physical environment, transition could be possible. Replacement of controls like mouse and keyboard could be done by adding gaze click interaction.

Application: Results of the study could serve as providing design guidelines for simulation of software interfaces’ usability evaluation in virtual reality.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 84.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  • Trivedi, M.: Role of context in usability evaluations: a review. ACIJ (2012)

    Google Scholar 

  • Park, K.S., Lim, C.H.: A structured methodology for comparative evaluation of user interface designs using usability criteria and measures. Int. J. Ind. Ergon. 23, 379–389 (1999)

    Article  Google Scholar 

  • Tsiaousis, A.S., Giaglis, G.M.: Evaluating the effects of the environmental context-of-use on mobile website usability, pp. 314–322 (2008)

    Google Scholar 

  • Jacobsen, N., Hertzum, M., John, B.: The evaluator effect in usability studies: problem detection and severity judgments. In: Human Factors and Ergonomics Society 42nd Annual Meeting, pp. 1336–1340 (1998)

    Google Scholar 

  • Madathil, K.C., Greenstein, J.S.: Synchronous Remote Usability Testing - A New Approach Facilitated By Virtual Worlds. CHI. ACM, Vancouver (2011)

    Google Scholar 

  • Rajanen, M., Rajanen, D.: GamiFIN, Pori, Finland (2017)

    Google Scholar 

  • Atasoy, B., Martens, J.-B.: STORYPLY: designing for user experiences using storycraft. In: Markopoulos, P., Martens, J.-B., Malins, J., Coninx, K., Liapis, A. (eds.) Collaboration in Creative Design, pp. 181–210. Springer, Cham (2016). https://doi.org/10.1007/978-3-319-29155-0_9

    Chapter  Google Scholar 

  • Junglas, I.A., Johnson, N.A., Steel, D.J., Abraham, D.C., Loughlin, P.M.: Identity formation, learning styles and trust in virtual worlds. DATA BASE Adv. Inf. Syst. 38, 90–96 (2007)

    Google Scholar 

  • Sutcliffe, A., Gault, B.: Heuristic evaluation of virtual reality applications. Int. Comput. 16, 831–849 (2004)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding authors

Correspondence to Abhijai Miglani , Sairam Kidambi or Praveen Mareguddi .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2020 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Miglani, A., Kidambi, S., Mareguddi, P. (2020). Play to Improve: Gamifying Usability Evaluations in Virtual Reality. In: Stephanidis, C., Marcus, A., Rosenzweig, E., Rau, PL.P., Moallem, A., Rauterberg, M. (eds) HCI International 2020 - Late Breaking Papers: User Experience Design and Case Studies. HCII 2020. Lecture Notes in Computer Science(), vol 12423. Springer, Cham. https://doi.org/10.1007/978-3-030-60114-0_17

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-60114-0_17

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-60113-3

  • Online ISBN: 978-3-030-60114-0

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics