An Examination of Cross Media Interfaces for Asymmetric Collaboration in Design Workshops
Authors
Thøgersen, Hector ; Langhoff, Asger Arendt
Term
4. term
Education
Publication year
2024
Submitted on
2024-05-24
Pages
14
Abstract
Mange workshops bruger virtuel virkelighed (VR) til at lade teams udforske idéer sammen. Men når nogle er i VR og andre ikke er, kan oplevelsen blive skæv. Dette speciale præsenterer og evaluerer en netværksbaseret app, der forbinder VR-headsets og tablets for at mindske denne skævhed i samarbejdssituationer. Udviklet i samarbejde med Novo Nordisk, som bruger VR-workshops til at designe fabrikker, giver appen deltagere uden VR et tablet-interface, så de kan se og interagere med det virtuelle miljø under workshoppen og forblive engagerede. Opsætningen på tværs af platforme reducerede visuel asymmetri (forskellen på, hvad deltagerne kan se), men den nuværende notetagning, der kun findes på tablets, lukkede ikke helt hullet mellem VR- og ikke-VR-brugere. Brugervenlighedstests viste generelt positive reaktioner, men pegede på behov for bedre synlighed af noter og mere finpudsning. Fremtidigt arbejde vil integrere notetagning i VR og udvide kommunikationsfunktioner for yderligere at reducere asymmetri og styrke samarbejdet.
Many workshops use virtual reality (VR) to let teams explore ideas together, but when some people are in VR and others are not, the experience can feel uneven. This thesis presents and evaluates a networked app that connects VR headsets and tablets to reduce that imbalance in collaborative sessions. Developed with Novo Nordisk, which uses VR workshops to design factories, the app gives non-VR participants a tablet interface so they can view and interact with the virtual environment during workshops and stay engaged. The cross-platform setup reduced visual asymmetry (differences in what participants can see), but the current note-taking feature, available only on tablets, did not fully close the gap between VR and non-VR users. Usability tests showed generally positive reactions while highlighting needs for clearer note visibility and overall refinement. Future work will bring note-taking into VR and add communication features to further reduce asymmetry and strengthen collaboration.
[This summary has been rewritten with the help of AI based on the project's original abstract]
Keywords
VR ; Tablet ; Cross Media ; Asymmetric ; Workshop
Documents
