Case Study 3: Test Session results

On Thursday February 28 two test sessions for the third case study of sub project B took place. In previous workshops and meetings, a VR application was defined for case study 3 that aims to “facilitate the identification, validation and evaluation of use issues in the early stages of the product development process of the company”. The prototype of this VR application has been developed over the last two months, and tested in the test session reported here. The purpose of this test session is to verify the usefulness of the application, and refine requirements with respect to its implementation.

Application overview

The “Virtual Annotation” application supports three early stage design tasks. The starting point of this process is a preliminary definition of a product concept, for instance an initial product description or a product opportunity identified by marketing activities.

  1. Create a coarse product model. The model can be made using existing CAD components and/or primitive shapes
  2. Review and annotate the product model in a realistic 3D environment
  3. Document and share the knowledge gathered during the creation and annotation stages

The first step is to create a 3D representation of this product concept. This step can be achieved with existing tools, but it is also supported by the VR prototype application. Given this model, the second step consists of a collaborative product review facilitated by the VR application. The application allows a design team (ideally including external stakeholders) to review, discuss and modify the 3D representation of the product and annotate specific parts of it through text or free-hand drawings. The third step that is supported by the application is the documentation of all annotations, discussions and feedback generated during the collaborative session. The application automatically collects this data and presents it in a report.

The test session focusses on step 2 and 3. In an earlier session, engineers from the company were asked to create a coarse 3d model of the product concept that is featured in the use case.

Test setup

The VR application consists of a 3d interactive virtual environment projected on a large screen. The environment can be navigated (walk-through or free camera) and modified in real-time.

The main screen showing the virtual environment (pixelised here) and the list of annotations on the left.

The main screen showing the virtual environment (pixelised here) and the list of annotations on the left.

One of the key features of the application is the support for text and sketch annotations, which are stored in an annotation database. The application targets group collaboration, and therefore supports input from multiple remote ‘client devices’ (tablets, smartphones or laptops) in addition to being operated by a dedicated moderator.

The sketch application allows participants to sketch on top of the virtual environment

The sketch application allows participants to sketch on top of the virtual environment

The text app allows participants to add text notes to specific parts of the virtual environment

The text app allows participants to add text notes to specific parts of the virtual environment

Two multi-disciplinary groups of engineers, sales representatives and assembly engineers from the company participated in two sessions. Both groups were introduced to the use case topic (a specific product concept currently in development within the company) and asked to discuss current and expected issues related to the anticipated use of the concept. In addition to this primary task, the participants were also asked to try out and compare two different forms of interaction with the VR application.

  1. In the first part of the group session, participants engage in a traditional group discussion. A dedicated moderator (in this case the researcher) adds all issues, remarks and questions to the virtual environment. The moderator is not involved in the discussion itself.
  2. In the second part of the group session, participants use individual input devices to add text or sketches to the virtual environment. In the test session we used iPads, but smartphones and laptops are also supported by the client app.
  3. In the final part of the session participants were free to choose their input method; either through the moderator or by using their own input devices.

Each session (both sessions used this format) took 1 hour and 15 minutes, including an introductory presentation and filling out a post-session evaluation form.

Results

Both sub sessions managed to create a useful and detailed discussion about the product concept. Compared to application tests in the earlier case studies (1 and 2), there was a significant difference in how the participants engaged in the discussion; this time participants were not obstructed or distracted by the VR application and managed to reach a deeper layer of discussion (about the product concept rather than the VR application).

The setup as used in the test sessions, showing the project leader in front of the virtual environment, other participants are seated close to the screen.

The setup as used in the test sessions, showing the project leader in front of the virtual environment, other participants are seated close to the screen.

After the session however it was still possible to reflect on the application, also supported by the post-session evaluation forms. As a result, both the researcher and the participants had quite an effective meeting.

Some results related to the VR application are worth mentioning;

  • It was noted that the virtual environment or the virtual objects were almost never modified or even moved (which was supported by the application and briefly demonstrated prior to the discussion). Apart from adding some objects to the scene, the scene remained relatively static throughout the sessions.
  • There was a difference in how both groups responded to the introduction of individual input devices; the first group was quite distracted, leading to a less active group discussion. To prevent this from happening (to much) in the second session, a more explicit request to also keep the discussion going was made prior to handing out the iPads.
  • There was a clear preference for the moderated discussion form, though several participants indicated (verbally or on the evaluation form) that both forms are useful, either combined in one session or used individually.
  • Based on what was produced during the session, text annotations are more popular than free-hand sketches. While this can partly be due to the prototype nature of the sketch apps, even in the moderated session participants did not often request a sketch to be made.

 

VR prototypes available online

Some of the VR software applications/prototypes that were developed during the case studies of Sub Project B are now available here, hosted on Google Code. The website includes packages with ‘release’ versions (e.g. sort of ready to use) as well as source code for all the projects (released under FreeBSD licence).

The repository currently includes the Virtual Persona tool (a generic version released as ‘virtual world‘) and the Blender/SurfaceTable interface. BlendAR (Augmented Reality in Blender) and the new prototype for case study 3 will be added soon.

 

Virtual Personas: Expert Review

On May 24 an expert review session was organised with the company involved in case study 2 of REPAR Sub Project B. The aim of this expert review was to present the current state of the VR application prototype, and discuss the approach for the final test session.

The session started with a quick introduction to the topic of virtual personas, and proceeded with a proposal for the outline of the test session and a demonstration of the VR application. The application itself was projected on a large screen in front of the participants, and participants were invited to try out the application themselves.

The envisioned use of the Virtual Personas application in a group meeting.

Issues

This expert review identified the following issues in the current application and the proposed approach for the test session.

  1. The current application does not provide sufficiently recognisable personas or characters. The visual representations (the avatars) are too similar to each other as they only differ in clothes. To further improve this, introductory videos of the personas should also be shown to session participants.
  2. In order to act-out scenarios or storyboards there should be additional ‘modes’ for the personas. The current application allows the persona to sit, lay down or walk, but it should also be posssible to act-out ‘reading a book’ or ‘watching TV’.
  3. During the test session the use of the application should be embedded between pre-application and post-application activities.
    1. Before using the application, participants should already have thought about what kind of scenario they want to act-out in the virtual environment. This could for instance be achieved by letting them write or sketch initial scenarios.
    2. After using the application to act-out the scenarios with different personas, the participants should be able to store, review and possibly edit the resulting scenarios. They could be recorded as a video, but ideally the scenarios could still be edited afterwards; in this case, advanced concepts could be placed back in the scenario after several design iterations.

These issues are to be resolved before the final test session.

 

 

Virtual Personas

The second case study of sub project B (VR) reached a first milestone. After discussing various VR applications in a previous meeting, a functional prototype of the Virtual Personas application was demonstrated to the company. The Virtual Persona application allows designers (engineers, management, marketing, etc.) to see and control virtual avatars of existing personas in current and future use scenarios. The application intends to bring personas ‘alive’ in a virtual environment (instead of just describing them on paper) and lets designers experience scenarios from a persona’s point of view. A persona can include physical user characteristics (e.g. weight, length, age) but also behavioural characteristics, such as the level of knowledge of electronics, the level of intelligence, etc.

The virtual avatar (outside the truck) can be controlled with a Kinect interface

Prototype

The prototype of this application consists of the following elements;

  1. A virtual world  (A virtual city with roads, highways, etc. was created for this specific case study)
  2. Several virtual avatars, representing existing personas
  3. A motion capture interface that allows the avatars to be controlled by designers (using a Kinect)

A short video demonstrating the prototype is available here.

The setup is envisioned to be used by a group (5-10) of designers in early stage design meetings. The application enables the designers to act out scenarios themselves (using the motion tracking), but at the same time forces designers to act and think from the perspective of a particular persona. As such, it can be useful to discuss questions like “would persona 3 do with this new concept”, or “will this particular concept work with all our personas?”. Though it will probably not result in direct design solutions, it should help the designers in thinking from a user’s point of view, and as a result trigger discussions in the design meeting.

Next Steps

The prototype demonstration resulted in useful feedback and pointers for future work. Firstly, the personas need sufficient introduction before using the tool. Right now, the virtual avatars are simply dropped into the virtual world, without any introduction. A short movie or animation should briefly introduce the primary characteristics of each avatar. Secondly, the current method of interaction with the avatar (motion tracking) may not be the most useful one. Alternatively, some of the avatar actions could be done with a mouse, by a ‘session operator’. For the upcoming test sessions, a hybrid interface (e.g. mouse and Kinect) will be implemented to be able to experience the difference between these two interfaces.

In the two upcoming meetings, a pre-test with a refined version of the prototype will be carried out, followed by a real design session involving a larger group of designers/engineers and a relevant test case.

VR Application Concepts

Sub Project B is currently involved in the second case study. Recently the results of the VR exploration workshop have been processed. The storyboards created in the workshop are used to create VR application concepts specifically designed for the company. These applications were presented to and discussed with company representatives in a meeting in December 2011.

Application Themes

A thorough analysis of the individual storyboards provided the researcher with insights in lower-level requirements and ideas for VR applications. Rather than following the group storyboards, which turned out to be too generic/abstract to derrive applications from, the researcher introduced three recurring themes that were found in the storyboards:

  1. Use VR to increase user involvement
  2. Use VR to facilitate interdisciplinary design meetings
  3. Providing a virtual evaluation platform for HMI concepts

Note: For confidentiality reasons the themes are not described in full detail.

The themes provide the basis for specific VR Applications. The three applications were introduced one by one, by showing a short introduction, an application outline (in terms of required steps, tools and activities and a short demonstration movie).

Discussion & Selection

After introducing and discussing the three application directions, the meeting continued with selecting one direction for further use in the case study of sub project B. The first two directions were found to be interesting; they provide a good combination of new knowledge and the potential re-use of existing infrastructure available within the company. After reviewing the two directions from a research as well as an industrial point of view, it was decided to focus on the first application direction, namely to use VR to improve user involvement.

A mockup of the 'Virtual Persona' concept (from Euro Truck Simulator 2)

This direction uses VR to virtually represent end-users in the design process, by-passing some of the drawbacks of user involvement (e.g. time constraints, confidentiality, etc.) that are currently keeping the company from actively involving end-users. For now, the concept is called ‘Virtual Persona’ and will be further developed in the case study.

Exploring advanced VR modeling tools

Following the Do It Yourself Virtual Environments (DIYVE) workshop, where non-experts modeled their own virtual environments using SweetHome3D, the final step in the first case study of Sub Project B is to look at ‘Behaviour Modeling’ of virtual environments. By now we have seen that even non-experts are able to create realistic virtual use contexts. The next step, Behvaiour Modeling, is done by a more dedicated designer who is more experienced with programming and modeling (refered to as ‘prototyper’). Consequently we can try to use advanced tools to achieve higher levels of complexity, flexibility and interactivity in virtual environments.

Approach

Unlike the DIYVE workshop, where participants were guided through the tool and worked on an assignment during the workshop, the advanced modeling tool is introduced to the dedicated designer in a one-on-one meeting. It was decided to use Blender as a starting point for this part of the case study. Blender was also used for developing the VR demonstration projects, as well as the more advanced prototype shown during the Interactive Demonstration Session for the company. As such, it has prooven itself as a versatile tool for modeling and real-time virtual environments, it is an open piece of software, and well-known to the researcher.

The tool was introduced to the prototyper by starting with one of the virtual environments created during the DIYVE workshop. The virtual environment was imported to Blender, after which the tool was used to add ‘interactivity’. We decided to implement

  • A ‘first person shooter’ perspective (e.g. so you can walk around in the environment)
  • A working door, so the user can open and close a door, and
  • The ability to pick up virtual objects, move them and put them back

These exercises are considered feasible and relevant for behaviour modeling and are a good way to get to know the modeling tool. While working on these topics the prototyper noticed several positive and negative aspects of the tool, it’s user interface and the overall ‘way of working’. In general, it was concluded that Blender offers a lot of (and probably too much) functionality, but has quite a threshold for new users. Despite the experience of the prototyper in the field of programming, gaming and modelling, it was still difficult to grasp the modeling concepts that are used in Blender. Nevertheless, the above functionality could succesfully be added to the scene, with the exception of the third one.

Blender is used for behaviour modeling. Here one of the virtual environments created in the DIYVE workshop is imported.

Preliminary Conclusions

After the introductory session the prototyper worked with Blender individually over a period of several weeks (as a ‘friday afternoon’ activity). Spending more time on using the tool, the aforementioned conclusion was confirmed. The tool offers a lot of functionality, but fails to do this intuitively. Especially if such tools would be used once every other month or so, it is important to quickly (re)grasp the use of the tool rather than having to spend a week of training on it each time you use it.

There are several ways to address the challenges that emerged during this period of use. Firstly, the user interface of the tool could be adapted to the specific tasks of VR modeling (e.g. leave out unused functions, or hide them in deeper ‘UI layers’). The prototyper suggested to look at visual programming solutions; simple ‘if-then-else’ statements could be used to define the behaviour of a VR scene. Secondly, additional training could be provided to properly explain the prototyper the basics of the tool before diving into the complexity of VR modeling.

With plenty of solutions for any of these directions available, the real question is how do designers (or the company as a whole) treat the trade-off between investements in time and tools (e.g. training, specific UI’s) and the benefits of using VR they gain in return. In order to understand this trade-off, the company (and its designers) first need to experience the use of VR as prescribed during the case study. This experience should clarify the benefits of applying VR, and add insights about the use of tools (e.g. see where additional investements are required and/or justified).

VR Demo Session: Results

The VR demonstration session was held on Wednesday, April 28 2010. The aim of this session was to show various examples of VR applications to the four industrial partners. Customized VR demos were created for each partner, based on findings from the company internships. The applications ranged from an augmented reality setup to an immersive drive simulator, a motion tracking suit, a virtual usability lab and a virtual ‘experience lab’.

Between the demo’s the company representatives were asked for feedback on the demo (from a company perspective as well as a cross-company perspective). In addition to this discussion, all participants filled out an evaluation form which was processed afterwards.

Tag cloud of the feedback on the VR demonstrations.

Results?

The evaluation forms provided some insight about the effectiveness of the session; I was particularly interested in how well the examples matched the companies needs. The following table shows how ‘useful’ the companies think the demonstrations were, and how they rated the overall application.

Results of the VR demo session, expressed in 'usefulness' and an overall rating.

From the ‘usefulness’ rating it is concluded that all the demo’s match the company needs and expectations; all companies rate their ‘own’ demo most useful. The overall rating however shows that two of the four companies do not think their own demo is the best (overall) demonstration. I think this is because the ‘rating’ triggered participants to give feedback on the application, so most of the ratings included comments like “It’s a 6/10, but it would be an 8 if you improved this and this”. On the whole it seems that the applications perfectly served the goal of triggering discussions, concrete feedback and new ideas.

After the four individual demonstrations the participants were involved in a group discussion. The discussion allowed each company to share their thoughts on the usefulness, problems and opportunities they identified during the session. The discussion initially focused on technical details (“How long does it take to develop these applications?”, “how did you create them?”). Though interesting, this was not the aim of this talk; I intended to get an idea of where and when in the design process these VR applications could be useful. After a while the discussion did turn this way, resulting in the following findings.

  • Companies do not like to rely on external services or companies for applying VR; the tools should be simple enough to be used internally, simply because of time restrictions.
  • Most participants agree that from what they’ve seen in the demos, VR offers added value for concept presentation tasks, possibly even after the R&D process (sales, marketing, showroom).
  • The virtual usability lab and the virtual experience lab showed the advantages of using VR for evaluating product concepts in an early stage of development.
  • To make VR tools more useful, they should include
    • Easy modeling (or importing) of virtual artefacts
    • Multi-user support, instead of a single user perspective
    • Scenario playing, scripted users, intelligence, etcetera

Conclusion

The VR demonstration was a very useful step between the company internships and the start of the company case studies. Not only does it provide a reference for all the participants (What is VR, how could it help you?) but it also adds to forming a vision regarding the development of VR design tools. From the discussion it became clear that VR tools could facilitate in various presentation and evaluation tasks.

VR in Blender

Initial experiments show that Blender is a feasible platform for certain VR applications. I’ve been using OpenCV to hook up a webcam and face tracking to Blender’s 3D viewports. The results are promising; an effective and cost efficient 3D display. The good thing about this is that Blender is very open, and allows for Python scripting. As I’m familiar with both, I suppose this is an interesting lead for initial VR prototyping.

Related to this, several people are working on Blender VR. This blog used OpenCV and a webcam to control the Blender Game Engine. This very old post on Blender  Nation mentions the use for Blender in a CAVE environment (status unknown). And of course Blender also supports the WiiMote.