EVALUATION OF VIRTUAL REALITY PRESENTATION IN USER TESTING PROCEDURE FOR PRODUCT USABILITY OF
A CONCEPTUAL DESIGN
Chiuhsiang Joe Lin
1,* Wei-Jung Shiang
2Rou-Wen Wang
2Tse-Jung Chen
21
Department of Industrial Management National Taiwan University of Science and Technology
Taipei, Taiwan 106, R.O.C.
2
Department of Industrial and Systems Engineering Chung Yuan Christian University Chung Li, Taiwan 32023, R.O.C.
Key Words: conceptual design, computerized visual presentation, image- based virtual reality, usability study.
ABSTRACT
This study examines three different modes of visual presentation, pic- ture, animation, and image-based virtual reality (image-based VR), in order to find the most suitable presentation method for conceptual design with an emphasis on the evaluation of usability and user-centered design character- istics. In a user testing procedure, questionnaires were used to evaluate static picture, animated, and image-based VR presentation conditions and also the combination of these techniques for a task, which consisted of the per- formance of individual presentations and a combination of three presenta- tions. The results indicate that image-based VR is the best single medium for conveying the critical ideas of the conceptual design to product evalua- tors in a limited amount of viewing time. However, the use of pictures and animation in combination with virtual reality (VR) can display the concept- designed ideas more completely.
I. INTRODUCTION
Technological innovation plays a major role in creat- ing and maintaining competitiveness in the global market.
Enterprises have to develop new products continuously in order to ensure their competitive advantage. Human- centered design has a critical influence on whether new products are successful (Green and Jordan [1]). Customers tend to expect products that can meet both their functional requirements and usability needs beyond their satisfaction with basic requirements.
The early identification of an optimal concept is critical to the design process in order to increase the chances of satis- fying customers (Gironimo et al. [2]). The product design cost accounts for only about 5% of the total cost, but 80 to 90% of the cost is decided in the design stage of the entire
product life cycle (Boothroyd [3]; Gatenby and Foo [4]).
Designers usually repeatedly analyze design problems, con- ceptual design, embodiments of schemes, and a detailing stage to try out different solutions and finally come up with a new design. Particular emphasis is placed on the analysis of design problems and the conceptual design phase (Oh and Stuerzlinger [5]). The conceptual design phase in the initial product development stage is usually the key for de- fining the cost and the quality of the product. Problems identified early can be fixed at much lower costs and in much less time than those found in later stages, when the parts, dimensions, and cost have been determined (Ullman [6]).
Concept generation and selection are often dependent upon the experience and knowledge of designers, who produce as many different concepts as possible to generate a wide variety of ideas to evaluate at the next level of design.
* Corresponding author: Chiuhsiang Joe Lin, e-mail: [email protected]
On the other hand, the ideas adopted from the designer may not be able to meet customer needs and expectations, so it is hoped that designers will be able to avoid design deficiencies if users perform a product evaluation and pro- vide suggestions and feedback on the design before its manufacture. Conceptual design needs a tool that is easy to use, as most participants in product evaluations are not design software experts. This tool must be applicable to concept communication, information sharing, design form presentation, and so on because most ideas will undergo multiple iterations and reconditions.
To meet user needs, convenient functions are added to a product, but such additions usually increase the com- plexity of product use. The main goal of a usability eva- luation is to incorporate a series of tests into the design and development process of a product, the results of which can be integrated into the product development, and sufficient resources must be allocated to carry out the activities speci- fied. A usability evaluation is a communication bridge between users and designers in the product design and de- velopment stages. Although improvements to a user in- terface in terms of objective performance can improve a product, not all users will necessarily be thoroughly satis- fied with the product. Kansei engineering emphasizes the subjective assessment of usability and the translation of users’ impressions of and feelings about a product into de- sign elements (Nagamachi [7]). Therefore, usability eva- luation consists of objective performance and subjective impressions, which are considered equally important in design.
This study adopts viewing time and correctness of answers to questions as the objective performance indicators and adopts nine characteristics-accessibility, redundancy, stability, adjustability, flexibility, expansibility, maintain- ability, fitness, and degree of human-centered design-as subjective assessment categories in order to examine the usability of conceptual design. The degree to which users experience a product is important for usability evaluation.
If the product design is presented in such a way as to en- hance the interaction between user and product, users can understand thoroughly the design and operation of a product.
How a product is presented affects the usability evaluation, so the method of presentation is a noteworthy issue. A sketch of the design concept is presented initially in visual models created by designers. The sketch presentations are usually divided into static drawings or pictures, animation, or image-based VR.
In recent years, researchers have engaged in lengthy
debate on the opportunities for using animation in learning and instruction. In compare with conventional instruc- tional material that consisted of a diagram of an electrical circuit and was accompanied function illustration by text, Kalyuga et al. [8] indicated that static drawings or pictures only can increase the user’s cognitive load and cause ad- verse outcomes because of over-reliance on only one me- dium. The information might be not be communicated successfully to the user by drawings and pictures when the functions of a product are highly complicated. Animation, on the other hand, can augment the static pictures, in- creases the attention and motive of viewers, and has more explaining power. Previous studies have examined the differences and performance values of static drawings or pictures versus animation, and the results show a tendency that viewers with a visual cognitive style learn significantly better from animation than from static pictures (Blomé et al. [9]; Hidrio and Jamet [10]; Höffler and Leutner [11];
Höffler and Schwartz [12]). Höffler and Leutner [11]
conducted a meta-analysis of the effects of dynamic and static visualizations on learning outcomes through integrat- ing the findings of a large number of studies, calculating the overall effects, and identifying possible moderator va- riables. Höffler and Schwartz [12] developed four different versions of a computer-based learning environment on the role of surfactants that to dissolve dirt from a surface dur- ing the washing process to examine the effects of self- pacing versus system pacing in different versions of a computer- based learning environment (static pictures/animation).
Hidrio and Jamet [10] used the four-stroke engine as an example to assess the effectiveness of static and animated illustrations. Blomé et al. [9] followed ergonomic guidelines to evaluate an interactive multimedia system (hyperlinked text, pictures, and animation) and a conventional system (text and pictures). These studies compared the learning per- formance between static pictures and dynamic animation, but have not extended the comparison to the case of virtual reality, which has become an important tool in training and learning today.
Over the past decades, a considerable number of studies have been conducted on the development of VR technology in design and training applications (Crumpton and Harden [13]; Kuo and Wang [14]; Dong et al. [15]; Lin [16];
Bruno and Muzzupappa [17]; Kim et al. [18]; Noon et al.
[19]; Melemez et al. [20]). Li et al. [21] examined the
content of virtual experiences in e-commerce as concur-
rently verbalized by a sample of 30 participants while in-
teracting with four 3-D products. Thirteen different types
of psychological activities were observed and classified into five categories of virtual experience: active process, pres- ence, involvement, enjoyment, and affordances. It was found that virtual experience is vivid, involving active, affective psychological states in an individual interacting with 3D computer simulations. Besides, Lin [16] used a nail puncher as an example and, developed a collaborative conceptual de- sign integration system by using design for manufacturing and assembly (DFMA) for innovative conceptual design and filtering, and using VR technology for visualized col- laborative conceptual design communication. The results showed that this system reduced development costs and the number of parts, and it further shortened the product development cycle. Crumpton and Harden [13] also created a virtual representation of a cereal packing operation in order to explore the possibility of using VR as an instructional aid in ergonomics courses. The results showed that the visual representation of the work environment was ade- quate for performing ergonomic evaluations, demonstrating the usefulness of employing VR in ergonomic class instruc- tion. The above literature showed that VR technology had promised an effective and efficient method of conveying product conceptual design ideas to the user. For these reasons, three-dimensional (3D) product visualization with VR technology, a new form of rich media advertising that enables consumers to interact with a virtual product much as they would with a physical product, has received con- siderable attention.
However, few attempts have been made to compare the presentation of conceptual designs by VR technology with traditional presentations such as static pictures and animation nowadays. Alcaide-Marzal et al. [22] compared 3D virtual object and 2D sketches, which were representa- tions in perspective and presented in several views by ZBrush software. In this study, 2D sketches were symbolic representations of an object presented on the A4 paper with pencil drawing and 3D representation was a virtual reality object without any word annotation. In terms of quantity of information generated, designers need several 2D sketches to interpret their solutions, workflow and idea, but it takes just one 3D sketch to describe an object completely.
Tiainen et al. [23] explored benefits of revealing design ideas between virtual and physical prototypes of furniture products. The results found that the participants came up with more developmental idea when evaluating virtual pro- totypes than physical prototypes. Bruno and Muzzupappa [17] developed a system named VP4PaD (virtual proto- typing for participatory design) and used it in a microwave
oven design to examine the differences between the ‘‘user- real product’’ interaction and the ‘‘user-virtual product’’
interaction. The results indicated that the virtual interface neither increased the difficulty of understanding the product interface nor distorted the effectiveness of the interaction.
The above studies did not draw comparisons with other currently available media that might be more cost effective and more easily applicable to user testing procedures, such as showing pictures and animated clips to the participants in the usability evaluation. This study compared three dif- ferent media, static pictures, animation, and image-based VR, in an empirical user testing procedure to find appro- priate methods of presenting product conceptual design and effectively convey usability design ideas to the testing users. Utilizing a prototype design of an electronic ship console and aiming to enhance the usability of the console, the present study also evaluated whether the combination of the three media can be more effective than the single medium alone. Specifically, the prototype was designed based on the user-centered design approach, which consid- ers accessibility, redundancy, stability, adjustability, flexi- bility, expansibility, maintainability, and fit to the design.
The user testing procedure was performed to obtain user feedback on several usability characteristics of the ship elec- tronic console under design, including (1) the anthropom- etric fit to the target user population, (2) major components of the new electronic console, (3) details of operational devices, (4) ease of entering and exiting the seat of the new console, (5) the adjustability of the seat height and the front-rear adjustment of the panel, (6) the adjustability of the armrests, headrests, keyboard angle, and display angle, and (7) the replacement of the devices during maintenance.
II. METHOD
1. Apparatus and Materials
A new electronic console was developed in a ship construction company. The console must accommodate several computer displays, a keyboard, and other controls.
It was designed for use in a ship with consideration of
human operators working at sea. For this study, the con-
ceptual design materials were provided by the company in
the forms of pictures, animation, and VR. The framework
of the new electronic console was developed according to
the nine design characteristics listed above by engineering
specialists in the company, with a focus on reducing work-
load and improving performance. The nine characteristics
were considered when designing the new electronic con- sole as follows:
i. Accessibility:
During the design stages of the new electronic con- sole, it was for operators to be able to move into position and operate quickly to prevent damage from reaction time delays in emergencies.
ii. Redundancy:
If equipment of the new electronic console is dam- aged, it is necessary to replace it immediately in order to ensure that operations can continue.
iii. Stability:
For operators, in addition to increased physiological and psychological burdens, the difficulty of operation could also be increased by operation in difficult conditions. For example, manipulating a mouse could be difficult under heavy seas or inclement weather conditions. Providing handles for operators to use in maintaining their position could reduce the operator burden.
iv. Adjustability:
The new electronic console should to be designed such that the angle, height, and location of the display, the keyboard, and the chair can be adjusted by different op- erators to increase comfort and thus improve performance.
v. Flexibility:
The new electronic console should be able to change modes for the performance of tasks such as target acquisi- tion, fire control, electronic warfare, and anti-submarine warfare. In other words, the screen, keyboard, or operating interface should be able to meet different task requirements in order to increase the available space.
vi. Expandability:
To meet different operational requirements, it must be necessary to add or remove displays and operational de- vices such that the new electronic console can be adapted to a variety of warships and task types.
vii. Maintainability:
The maintenance of the new electronic console includes modular design and separation design for convenience and timeliness. The modular design allows new modules to be replaced directly should damage occur. In addition, the
modular module should be maintained by maintenance professionals to reduce maintenance time and remove the responsibility for maintenance from the operator. The se- paration design involves separation of the host and the control interface to avoid congestion at the electronic console.
With this design, the maintenance worker can repair dam- age to hardware or problems with software separately.
viii. Fitness:
Every part of the new electronic console (desk, back of chair, armrest, screen, work space, and so on) was de- signed according to suggestions by engineering profes- sionals to reduce the physical and psychological loads and the occupational injuries of the operators. Therefore, the height and width of the desk, height and angle of the inter- face, and the range of horizontal and vertical work fields were matched to more than 90% of the operators’ physical characteristics to ensure comfort during operation.
ix. Human-centered concept:
Influences from vibrations were reduced to improve the comfort and performance of the operators.
The conceptual design of the new electronic console was presented on a desktop computer (with Intel Pentium III, 952MHz, NVIDIA GeForce FX5200 128RAM graph- ics card) with a 15-inch monitor (AG NEOVO F-15 LCD).
2. Tasks
During the experiment, the participants had to view the design of the new electronic console using one of the three media: picture presentation, animation presentation, and image-based VR presentation. The static pictures de- scribed only the seated and exit conditions, as shown in Fig. 1. The animation presentation included about three seconds of video animation (15 frames per second) and showed the eight images in Fig. 2. The image-based VR pre- sentation allowed the user to adjust the angle and distance of viewing of the design, and to move or recombine the equipment of a new electronic console, as shown in Fig. 3.
3. Experimental Procedures
The study was conducted in a laboratory setting and
began with the administration of a short survey designed to
collect background information on each participant. The
participants were informed of the purpose of this study and
given background information on the product usage in the
ship. They were shown how to operate the computer inter-
face that would later show the pictures, animation, and VR
(a) before variances
(b) after variances
Fig. 1 The operation of exiting the electronic console described in only two pictures: (a) seated condition; (b) exit condition
Fig. 2 The animation consisted of fifteen frames showing an operator entering and exiting the console
(a) Original scene (b) Zoom in to view the details of the left-hand armrest
(c) Zoom in to view the details of the right hand
(d) Viewing different angles
Fig. 3 In the image-based VR presentation, users were able to (a) adjust the angle of viewing and distance, (b and c) zoom in, and (d) view from different angles
presentation of the prototype. The formal experiment began when the participants confirmed that they had no further questions about the experimental procedure or the equipment. The participants were asked to perform as they would in user feedback testing of product design.
They then began viewing the prototype of the new elec-
tronic console. During the course of each viewing, they
were asked to verbally present their questions about the
product usage, design, and anything that might be unclear
or confusing. All points about the conceptual design were
recorded, including questions, suggestions, affirmative im-
pressions, and criticisms by the participants. For those
Table 1 Sample questions about the questionnaire of approval degree of the usability
Characteristics Question Accessibility Can the operator quickly access the console?
Redundancy Does the console have redundant design?
Stability Can it provide a stable and light-load operation interface in vibration environment?
Adjustability Can the user adjust the equipment settings for more comfortable op- eration?
Flexibility Can the new console design be applied to the manipulation of the different types of combat?
Expandability Can the new console design be changed for different ship require- ments?
Maintainability-modular Can the new console replace damaged modules instead of field main- tenance?
Maintainability-separation Can the design reduce maintenance time and improve efficiency?
Fitness Can the console design fit the users’ physical requirements?
Human-centered concept Are design considerations of the new console human-centered?
Subjective rating: Ten ratings of the design attributes were given a 5-point Likert-type scale: (1) strongly disagree, (2) disagree, (3) neither agree nor disagree, (4) agree, and (5) strongly agree.
questions, the experimenter did not provide any explana- tions and responses. When the participant felt he or she had no more questions and was ready for the questionnaire session, the viewing time was recorded and the question- naire session was immediately begun. At the end of each viewing session, the participants then completed the test and usability questionnaires.
4. Questionnaires
Two questionnaires were used in the study. One consisted of 40 true/false questions that described the de- sign characteristics of the product to test the participants’
understanding of the design concept. The other was a usability questionnaire consisting of questions on a five- point Likert-type scale to evaluate their degree of approval of the usability design of the prototype. The second ques- tionnaire (Table 1) is common practice in usability testing or user feedback studies in product design. Since the second questionnaire was just a normal part of the user testing procedure and was not related to the purposes of this study, namely, finding an appropriate combination of presentation media, the results of the second questionnaire are not presented in this paper. Rather, the focus of the study was to determine which presentation method would best convey to the user the conceptual design of the proto- type. Therefore, the dependent variables of the present study were the viewing time, question counts (number of
raised questions), completion time of the questionnaire, and correctness of the answers to the questions, all of which were related to the degree of understanding of the design or the efficiency of conveyance of the design in- formation. The questionnaires were written in Visual Basic 6.0. The program recorded the time taken to complete them and the total scores of the questionnaires.
5. Data Analysis
Twenty-five participants aged 22 to 28 years were re- cruited for the study and provided informed consent. The primary inclusion criterion was that participants were able to operate computers with proficiency. All participants were healthy and reported no visual problems or diseases (e.g., motion sickness, color blindness, or physical disabil- ity) that could be detrimental to physical performance.
The participants were divided into three groups. Group A (9 participants) viewed three presentations of the prototype design in the following order: picture presentation, anima- tion presentation, and image-based VR presentation. Group B (8 participants) viewed only two presentations: the ani- mation presentation first and the image-based VR presen- tation second. Group C (8 participants) viewed only the image-based VR presentation. The task arrangement for the participants in this experiment is presented in Table 2.
From the above arrangement, three comparisons can
be made. When A-1, B-2, and C-3 are compared, the
Table 2 The experimental group assignment
Group Picture presentation Animation presentation Image-based VR presentation
A A-1 A-2 A-3
B B-2 B-3
C C-3
Table 3 Analysis of variances for question counts, viewing time, correctness of the answer to the questions, and completion time of the questionnaire in terms of the different presentation methods
Analysis of Variance for the comparisons of A-1, B-2, and C-3
Dependent variables Independent variables Mean Fn,m P-Value Picture presentation 15.89
Animation presentation 11.75 Question counts
Image-based VR presentation 10.37
F(2, 22) = 1.496 p = 0.246
Picture presentation 918.78 Animation presentation 760.13 Viewing time
Image-based VR presentation 664.00
F(2, 22) = 2.162 p = 0.139
Picture presentation 534.67
AAnimation presentation 455.13
ABCompletion time of question-
naire
Image-based VR presentation 390.13
BF(2, 22) = 4.604 p = 0.021
Picture presentation 91.11 Animation presentation 91.87 Scores of test questionnaire
Image-based VR presentation 91.87
F(2, 22) = 0.144 p = 0.867
presentation effectiveness of each of the individual me- dium can be tested, since each medium is viewed for the first time and only once. When A-3, B-3, and C-3 are com- pared, the performance of presenting three media (A-3) is compared to the performance of presenting two media (B-3) and one medium (C-3). It must be noted that the viewing procedure followed the order of pictures, anima- tion, and VR in the A-3 condition. The viewing proce- dure followed the order of animation to VR in the B-3 condition, and the C-3 condition had only VR. This com- parison is intended to test the additive performance of the picture and animation presentations, since it is usually easy to add these two to the user test without a significant time cost to the user.
Question count, viewing time, completion time of the questionnaire (answer time), and scores on the test ques- tionnaire (correctness of the answers to the questions) were collected as dependent variables. Question count was defined as the number of questions asked by participants when they were confused about the conceptual design of the new electronic console during the viewing task. View- ing time was defined as the time spent by participants
viewing the prototype design until they felt they had no more questions about it. Participants had to complete the questionnaire after the viewing task. The time spent com- pleting the questionnaire was recorded as the completion time of the questionnaire. Scores on the test question- naire were recorded as the scores of the test questionnaire.
The data of question count, viewing time, completion time of the questionnaire (answer time), and scores on the test questionnaire (correctness of the answers to the ques- tions) obtained from laboratory experiments were analyzed by two-way analysis of variance (ANOVA) with the Tukey HSD as the post hoc multiple comparison test.
III. RESULTS
1. The Effects of a Single Medium
Results of ANOVA on the comparisons of A-1, B-2,
and C-3 revealed no significant differences in viewing
time and question counts between presentation methods, as
shown in Table 3. The viewing times were 918.78, 760.13,
and 664 sec for picture presentation, animation presentation,
Table 4 Analysis of variances in A-3, B-3, and C-3 for question counts, viewing time, correctness of the answer to the ques- tions, and completion time of the questionnaire in terms of learning effect
Tests of Between-Subject Effects of A-3, B-3, and C-3
Dependent variables Independent variables Mean Fn,m P-Value
A-3
Picture presentation Animation presentation Image-based VR presentation
22.67
AB-3 Animation presentation
Image-based VR presentation 15.88
AB
Question counts
C-3 Image-based VR presentation 10.37
BF(2, 22) = 4.37 p = 0.025
A-3
Picture presentation Animation presentation Image-based VR presentation
1633.78
AB-3 Animation presentation
Image-based VR presentation 1275.13
A