PathVR - User Experience in Virtual Reality: Analysing user experience in a virtual environment
Translated title
PathVR - User Experience in Virtual Reality
Authors
Nygaard, Esben Mørch ; Ostaci, Ilinca-Daria ; Secara, Stefan ; Møller, Thomas
Term
4. term
Education
Publication year
2019
Submitted on
2019-05-31
Pages
111
Abstract
Virtuel virkelighed (VR) vokser hurtigt og bruges i mange områder, fra sundhed og uddannelse til mode og sport. Ud over disse områder kan VR også bruges i brugercentreret design (UCD), som handler om at udvikle produkter ud fra brugernes behov. I dette projekt samarbejdede vi i to år med PR-afdelingen på Aalborg Universitet Esbjerg om at udvikle et VR-værktøj til promovering. Prototypen blev designet med personas (fiktive brugerprofiler, der repræsenterer forskellige brugertyper) for at sikre, at applikationen imødekom forskellige forventninger. Vi undersøgte derefter, hvordan personas påvirkede to forhold: brugeroplevelsen (hvordan folk oplever og interagerer med applikationen) og tilstedeværelse (følelsen af at være til stede i den virtuelle verden). Resultaterne viser, at brugen af personas ikke ændrede niveauet af tilstedeværelse, men påvirkede brugeroplevelsen under interaktionen med VR-applikationen.
Virtual reality (VR) is expanding quickly and is used in many fields, from healthcare and education to fashion and sports. Beyond these areas, VR is also useful in user-centered design (UCD), which focuses on building products around users’ needs. In this thesis, we worked with the Public Relations department at Aalborg University Esbjerg for two years to develop a VR tool for promotional use. We designed the prototype using personas (fictional profiles that represent different types of users) to ensure the application met a range of expectations. We then examined how personas influenced two aspects: user experience (how people experience and interact with the application) and presence (the sense of being there inside the virtual environment). Our findings show that using personas did not change users’ level of presence, but it did affect the user experience during interaction with the VR application.
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