The Influence of in-VR Questionnaire Design on the User Experience

S. Safikhani, M. Holly, Alexander Kainz, J. Pirker
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引用次数: 7

Abstract

Researchers study the user experience in Virtual Reality (VR) typically by collecting either sensory data or using questionnaires. While traditional questionnaire formats present it through web-based survey tools (out-VR), recent studies investigate the effects of presenting questionnaires directly in the virtual environment (in-VR). The in-VR questionnaire can be defined as an implemented user-interface object that allows interaction with questionnaires in VR that do not break the immersion. Integrating questionnaires directly into the virtual environment, however, also challenges design decisions. While most previous research presents in-VR questionnaires in the form of 2D panels in the virtual environment, we want to investigate the difference from such traditional formats to a presentation of a questionnaire format in the form of an interactive object as part of the environment. Accordingly, we evaluate and compare two different in-VR questionnaire designs and a traditional web-based form (out-VR) to assess user experience, the effect on presence, duration of completing the questionnaires, and users’ preferences. As the means for achieving this goal, we developed an immersive questionnaire toolkit that provides a general solution for implementing in-VR questionnaires and exchanging data with popular survey services. This toolkit enables us to run our study both on-site and remotely. As a first small study, 16 users, either on-site or remotely, attended by completing the System Usability Scale, NASA TLX, and the iGroup Presence Questionnaire after a playful activity. The first results indicate that there is no significant difference in the case of usability and presence between different design layouts. Furthermore, we could not find a significant difference also for the task load except between 2D and web-based layout for mental demand and frustration as well as the duration of completing the questionnaire. The results also indicate that users generally prefer in-VR questionnaire designs to the traditional ones. The study can be expanded to include more participants in user studies as a means of gaining more concrete results. Furthermore, additional questionnaire design alternatives can also help to provide us with a more usable and accurate questionnaire design in VR.
in-VR问卷设计对用户体验的影响
研究人员通常通过收集感官数据或使用问卷调查来研究虚拟现实(VR)中的用户体验。虽然传统的问卷格式是通过基于网络的调查工具(out-VR)来呈现的,但最近的研究调查了直接在虚拟环境(in- vr)中呈现问卷的效果。in-VR问卷可以定义为一个实现的用户界面对象,它允许在不破坏沉浸感的情况下与VR中的问卷进行交互。然而,将问卷直接集成到虚拟环境中也会挑战设计决策。虽然之前的大多数研究都是在虚拟环境中以2D面板的形式呈现vr问卷,但我们想要研究从这种传统格式到以交互式对象的形式呈现问卷格式的差异,作为环境的一部分。因此,我们评估和比较了两种不同的in-VR问卷设计和传统的基于网络的形式(out-VR),以评估用户体验、对在场的影响、完成问卷的持续时间和用户的偏好。为了实现这一目标,我们开发了一个沉浸式问卷工具包,为实施虚拟现实问卷和与流行调查服务交换数据提供了通用解决方案。这个工具包使我们能够在现场和远程运行我们的研究。作为第一个小型研究,16个用户,无论是现场还是远程,在一个有趣的活动后完成系统可用性量表,NASA TLX和iggroup存在问卷。第一个结果表明,在可用性和存在性的情况下,不同的设计布局没有显著差异。此外,除了平面布局与网页布局在心理需求、挫败感以及完成问卷的持续时间上存在显著差异外,我们在任务负荷上也没有发现显著差异。结果还表明,与传统问卷设计相比,用户普遍更喜欢虚拟现实问卷设计。这项研究可以扩大,使更多的参与者参与用户研究,以获得更具体的结果。此外,额外的问卷设计方案也可以帮助我们在VR中提供更实用和准确的问卷设计。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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