— CONTEXT

Master's Thesis Project


— ROLE

VR Designer and Developer

UX Researcher


— DURATION

Jan-June 2024 (6 months)


— TOOLS & SKILLS

Virtual Reality (VR)

Unity (C#)

Game Development

Meta Quest Pro

Title: The Usability of Simultaneous Interaction as an Input System in Virtual Reality


Keywords:

Simultaneous Interaction is the ability of a VR headset to simultaneously track both hands and controllers.

Usability when a product or service is truly ‘usable’ – useful, efficient, effective, satisfying, learnable, and accessible (Rubin et al., 2008)

Introduction

Research Problem

There is a research gap in exploring simultaneous interaction as a hybrid input setup, without the use of third-party hardware and software such as Arduino and Leap Motion.

Research Question

  • How do users perceive the usability of simultaneous interaction as an input system in VR?

Research Strategy

  • Mixed methodology approach combining quantitative and qualitative data.

Contact

email@domain.com

000-000-000


— Instagram

— Twitter

— Facebook

Methodology

Data Collection

Usability Testing 

- Assessing factors of efficiency and effectiveness

- Via time completion and success rates (ie number of hits)


Semi-structured Interviews 

- Assessing usefulness and satisfaction

- System Usability Scale (SUS)

- Audio recordings





Data Sampling

  • - 10 participants with firsthand experience of VR and its default input systems

  • - Criterion ensures the validity and reliability of the results



Data Analysis

  • - Descriptive Statistical Analysis
  • - Deductive Thematic Analysis
  • - Used ATLAS.ti platform to organise themes and codes


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Methodology: Usability Testing

Virtual Testing Environment

Goal: Hit as many targets as you can

- Created a VR fighting arena made using the Unity Game Engine and the Simultaneous Interaction SDK

- Played and tested using Meta Quest Pro


Game Dynamics

Controls: 

- Hand tracking = shoot beams

- VR Controller = sword stab


Points:

- Head target = 2 points

- Body target = 1 point


Opponents:

- 20 enemies spawning

- 40 targets

- Total: 60 points


Quantitative Results

Qualitative Results (Themes)

Usefulness & Satisfaction

  • - willing to use the input method as an option in other applications

  • - relevant to other scenarios (i.e., training, exercise)

  • - others struggled to think of its relevance

  • - yet enjoyable and interesting experience

Game Design Confusion

  • - mixed opinions if more direct instructions were needed regarding the target

  • - caused poor performance in efficiency and effectiveness

Hand-Tracking Inconsistencies

  • - difficulty with shooting aim and alignment using hand-tracking

Intuitiveness



  • - despite the challenges, intuitiveness of the input method was acknowledged and its potential


"How do users perceive the usability of Simultaneous Interaction as an input system in VR?"

The study presents mixed results on how users perceived the usability of simultaneous interaction as an input system in VR.


Quantitative results show that when mixed with game design elements, there is potential for technical challenges that affect and result in poor efficiency and effectiveness of the user interaction.


Qualitative results, however, provide a more in-depth perspective of the user’s experience – revealing that despite these challenges, simultaneous interaction as an input system still offered an enjoyable and intuitive experience.


With continuous developments to the SDK, its applications, and future research, the usability of simultaneous interaction as an input system in VR has great potential for use and improvement.




Thanks for Reading!


For any questions or even just a chat, contact me at

lasin.meryl.ann@gmail.com or on my LinkedIn