VR Research: UX based on Levels of CONTROL
The objective of the study is to understand how user control in VR plays a role for the UX of a design. VR goggles allow designers to determine all ambient conditions of an environment to fully communicate their vision. Greater user control over how a space is viewed will lead to a better overall UX with the design, immersing clients in a design and persuading them of a designer’s idea.
This was an independent project I was responsible for all stages in the process from the beginning of the research design, to developing a VR stimuli, to synthesizing key findings.
- Determined the research question
- Conducted a literature review
- Designed the experimental research methodology
- Recruited participants
- Tested and analyzed results
- Reiterated study for the next test
- Synthesized key findings
To test this, 8 participants will use VR goggles to view both a guided architectural walk-through, and explore the same architectural design with full navigational control. The order participants view each stimuli was randomly selected. After viewing the stimuli a series of questions will be asked about the usability of the technology including; levels of immersion, pleasure, ease of use, and intent.
In addition to the pre-test measures that take into account individual differences in personality and technological experience, the following dimensions are measured in the pilot study to reflect usability.
The animation walkthrough will include a tour of the kitchen, both lounge areas, one bedroom, one bathroom, and the balcony. The VR experience will allow for exploration of the entire home for as long as the user would like to stay engaged.
“I like the second one [stimuli II] better because I felt like I had control over it and I was able to learn the space better because I was directing where to go in the space.”
Participants responded learned the virtual environment better when they had navigational control in the space.
This research was a pilot study that led to the development of me developing a measure of control, and conducting a more cohesive study on the effects of control on learning in VR: