ManganoHoeeg - Virtual Supermarket Designer POSTER

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Virtual Supermarket Designer Emil Rosenlund Høeg & Luca Mangano [email protected] & [email protected] Dept. of Media Technology, Aalborg University, Denmark Abstract The ever-growing interest in the market for VR applications, not only motivated the relevance of the purpose and concept behind the applica- tion, but also generated the need for more user- centred development techniques. This project has been developed as a Virtual Supermar- ket Simulator in collaboration with AAU Inte- grated Food Studies as a customizable tool model for studying consumer behaviour, choice and decision-making. With a strong focus on pre-existing methods of 3D interaction and user interfaces[1], we have developed and evalu- ated a VR-system serving the overall purpose. The system was tested using relevant usability- characteristics with the overall purpose of test- ing the efficiency, effectiveness and utility of the application as well as including screen record- ings and post-test questionnaires. The test gave us circumstantial evidence towards an- swering the overall problem formulation, and gave us valuable results that can help improve the proposed solution for future prospects. Introduction Our project is part of the development of the Vir- tual Foodscape Simulator (VFS) system, which is aimed to teach and help users develop proper habits when buying perishables. Foosions also involves a tool for food outlet designers to un- derstand and study consumers behaviour in re- gards to the placement of products on shelves. We explore the possibility of enhancing real-life experiments with a virtual substitute. The no- tion of a customizable tool model for studying consumer behavior, choice, and decision- making, in a virtual emulated environment, that can greatly improve the feasibility and affordability of preexisting real-life methods. List of Requirements: I Dynamic reconfiguration of groceries and in- ventory I Novel VR interaction I A customizable tool for researcher and de- signers of food outlets Objective The aim of the research was to create a theo- retical framework for understanding concepts of usability with unconventional methods of 3D in- teraction, and evaluate the affordances of the system according to predetermined usability- characteristics[2][3]: Learnability: How easy/hard are the tasks to initially accomplish for novice users. Effectiveness: Accuracy of task perfor- mance, amount of errors. Efficiency: Once users are familiar with the system, how fast and accurate can the user complete tasks. Errors: The amount of errors the user make, how serious are these errors, and how easily can the user overcome and recover from the errors. Satisfaction: How pleasant is it to use the interface. Virtual Environment Results The tool was evaluated according to previous mentioned usability-characteristics with hierar- chical task analysis and measured with time- completion and post-test questionnaire. Re- sponses were evaluated using content anal- ysis and validated using inter-coder reliability testing[4]. In total there were 17 participants (15 male and 2 female), all of them students or PhD students between 23-41 (Mean = 28.76, SD = 5.83). Fig. 1: Closed-ended responses Fig. 2: Total time spend (reading and completing tasks, and task performance alone. Conclusion The tool was developed for designers and cos- tumers respectively, but were tested on the same sample group since the initial usability and functionality needed to be assessed. the tests mainly showed that participants felt lim- ited by the low amount of functionalities that the system included, and they suggested a series of tweaks and improvements that would posi- tively affect the experience. On the other hand, results showed that we laid rather solid basis in order to build a stronger and effective sys- tem. In addition to this, changes such as an im- proved GUI, higher resolution textures, and an overall refurbished interaction techniques are needed in order to bring the system one step closer to the final goal of having it a commer- cially viable solution. References [1] Doug E. Bowman et al: 3D user interfaces: theory and practice, Addison-Wesley, 2004 [2] Jakob Nielsen: Usability 101: Introduction to usability, 2003 [3] Yvonne Rogers et al: Interaction Design: Beyond Human - Computer Interaction, Wi- ley, 2011 [4] Thomas Bjørner: Qualitative Methods for Consumer Research, Hans Reitzel, 2015,

Transcript of ManganoHoeeg - Virtual Supermarket Designer POSTER

Page 1: ManganoHoeeg - Virtual Supermarket Designer POSTER

VirtualSupermarketDesignerEmil Rosenlund Høeg & Luca Mangano

[email protected] & [email protected]. of Media Technology, Aalborg University, Denmark

AbstractThe ever-growing interest in the market for VRapplications, not only motivated the relevanceof the purpose and concept behind the applica-tion, but also generated the need for more user-centred development techniques. This projecthas been developed as a Virtual Supermar-ket Simulator in collaboration with AAU Inte-grated Food Studies as a customizable toolmodel for studying consumer behaviour, choiceand decision-making. With a strong focus onpre-existing methods of 3D interaction and userinterfaces[1], we have developed and evalu-ated a VR-system serving the overall purpose.The system was tested using relevant usability-characteristics with the overall purpose of test-ing the efficiency, effectiveness and utility of theapplication as well as including screen record-ings and post-test questionnaires. The testgave us circumstantial evidence towards an-swering the overall problem formulation, andgave us valuable results that can help improvethe proposed solution for future prospects.

IntroductionOur project is part of the development of the Vir-tual Foodscape Simulator (VFS) system, whichis aimed to teach and help users develop properhabits when buying perishables. Foosions alsoinvolves a tool for food outlet designers to un-derstand and study consumers behaviour in re-gards to the placement of products on shelves.We explore the possibility of enhancing real-lifeexperiments with a virtual substitute. The no-tion of a customizable tool model for studyingconsumer behavior, choice, and decision-making, in a virtual emulated environment,that can greatly improve the feasibility andaffordability of preexisting real-life methods.

List of Requirements:

I Dynamic reconfiguration of groceries and in-ventory

I Novel VR interactionI A customizable tool for researcher and de-

signers of food outlets

ObjectiveThe aim of the research was to create a theo-retical framework for understanding concepts ofusability with unconventional methods of 3D in-teraction, and evaluate the affordances of thesystem according to predetermined usability-characteristics[2][3]:

Learnability: How easy/hard are thetasks to initially accomplish for noviceusers.

Effectiveness: Accuracy of task perfor-mance, amount of errors.

Efficiency: Once users are familiar withthe system, how fast and accurate canthe user complete tasks.

Errors: The amount of errors the usermake, how serious are these errors,and how easily can the user overcomeand recover from the errors.

Satisfaction: How pleasant is it to usethe interface.

Virtual Environment

ResultsThe tool was evaluated according to previousmentioned usability-characteristics with hierar-chical task analysis and measured with time-completion and post-test questionnaire. Re-sponses were evaluated using content anal-ysis and validated using inter-coder reliabilitytesting[4]. In total there were 17 participants(15 male and 2 female), all of them students orPhD students between 23-41 (Mean = 28.76,SD = 5.83).

Fig. 1: Closed-ended responses

Fig. 2: Total time spend (reading and completingtasks, and task performance alone.

ConclusionThe tool was developed for designers and cos-tumers respectively, but were tested on thesame sample group since the initial usabilityand functionality needed to be assessed. thetests mainly showed that participants felt lim-ited by the low amount of functionalities that thesystem included, and they suggested a seriesof tweaks and improvements that would posi-tively affect the experience. On the other hand,results showed that we laid rather solid basisin order to build a stronger and effective sys-tem. In addition to this, changes such as an im-proved GUI, higher resolution textures, and anoverall refurbished interaction techniques areneeded in order to bring the system one stepcloser to the final goal of having it a commer-cially viable solution.

References[1] Doug E. Bowman et al: 3D user interfaces:

theory and practice, Addison-Wesley, 2004

[2] Jakob Nielsen: Usability 101: Introductionto usability, 2003

[3] Yvonne Rogers et al: Interaction Design:Beyond Human - Computer Interaction, Wi-ley, 2011

[4] Thomas Bjørner: Qualitative Methods forConsumer Research, Hans Reitzel, 2015,