虚拟现实和测试环境对血压计评估中用户体验、可用性和心理工作量的影响

IF 3.2 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Frontiers in virtual reality Pub Date : 2023-06-13 DOI:10.3389/frvir.2023.1151190
N. Hinricher, Simon König, Chris Schröer, C. Backhaus
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引用次数: 1

摘要

用户体验和用户对产品的接受度对于产品的成功至关重要。虚拟现实技术有可能在开发过程的早期评估这些参数。然而,对虚拟现实中原型的用户体验和用户接受度的评估,以及对使用环境的模拟,是否能产生与现实相当的结果,研究很少。为了研究这一点,使用VR创建了一个血压监测仪(BPM)的数字双胞胎。在受试者之间的2×2因子设计中,48名参与者测试了真实或VR BPM。测试要么在桌子旁的低细节房间里进行,要么在详细的手术室(or)环境中进行。参与者用BPM执行了三个使用场景,并用标准化问卷对他们的用户体验和接受度进行了评分。测试负责人使用三点方案评估参与者的行为表现。评估了用户交互次数、任务时间和感知工作量。参与者对BPM的用户体验在VR中的评分显著提高(p<0.05)。当设备在VR和详细的OR环境中进行测试时,用户的接受度明显更高。参与者的表现和任务时间在虚拟现实和现实之间没有显著差异。然而,与VR设备的互动明显减少(p<0.001)。在详细的OR环境中测试该设备的参与者认为他们的表现明显较差。事实上,参与者能够触觉体验该设备,从而更好地评估其质量。总体而言,这项研究表明,虚拟现实中的用户评估应该关注客观标准,例如用户错误。主观标准,如用户体验,被VR明显地偏向。
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Effects of virtual reality and test environment on user experience, usability, and mental workload in the evaluation of a blood pressure monitor
User experience and user acceptance of a product are essential for the product’s success. Virtual reality (VR) technology has the potential to assess these parameters early in the development process. However, research is scarce on whether the evaluation of the user experience and user acceptance of prototypes in VR, as well as the simulation of the usage environment, lead to comparable results to reality. To investigate this, a digital twin of a blood pressure monitor (BPM) was created using VR. In a 2 × 2 factorial between-subjects design, 48 participants tested the real or VR BPM. The tests were performed either in a low-detail room at a desk or in a detailed operating room (OR) environment. Participants executed three use scenarios with the BPM and rated their user experience and acceptance with standardized questionnaires. A test leader evaluated the performance of the participants’ actions using a three-point scheme. The number of user interactions, task time, and perceived workload were assessed. The participants rated the user experience of the BPM significantly (p < .05) better in VR. User acceptance was significantly higher when the device was tested in VR and in a detailed OR environment. Participant performance and time on task did not significantly differ between VR and reality. However, there was significantly less interaction with the VR device (p < .001). Participants who tested the device in a detailed OR environment rated their performance significantly worse. In reality, the participants were able to haptically experience the device and thus better assess its quality. Overall, this study shows that user evaluations in VR should focus on objective criteria, such as user errors. Subjective criteria, such as user experience, are significantly biased by VR.
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审稿时长
13 weeks
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