The power of the dollhouse: Comparing the use of full-scale, 1:16-scale and virtual 3D-models for user evaluation of workstation design (original) (raw)
Related papers
2012 IEEE 3rd International Conference on Cognitive Infocommunications (CogInfoCom), 2012
This article deals with the proper design of a digital mock-up (DMU) to be used in an experimentation comparing simulated assembly tasks in real and virtual environment. Motivations and specifications relative to the experimentation are described, and the design processing of the DMU is explained and illustrated. Particularly focusing on specificities relative to the use of a DMU as a support for both manufacturing and virtual reality -3D visualisation and interaction, recommendations are proposed. A subjective evaluation of the Real (RE), Virtual (VE), and Virtual with Force Feedback (VEF) environments is provided. Results indicate a real sensory and difficulty gap between RE and VEF, whereas a smaller difference was observed between VE and RE. Further improvements of scale-1 (the objects in VE have the same size as in the real environment), co-localized simulation using haptic devices are warranted to fill in this gap. Results also highlight the impact of cognition and sensory feedback on user's feeling and presence sensation. VE evaluation of newly designed workstation will be a way in the future to improve design and users learning processes.
Using 2D and 3D models as tools during a workplace design process–a question of how and when
The benefits of involving users in a development process are well described. This paper describes a procedure for using 2D and 3D models in a workplace design process, which is based on three rounds of user studies within the maritime domain. The process includes various kinds of models that can be used in order to elicit design feedback in a cost-effective manner. Design teams can greatly benefit from using such mediating objects to draw out the users' previous experiences. It was found that different model types allow different levels of reflection and questioning of the design from the prospective users.
Human Modeling Benefits in Workstation Design
2005
Human modeling has been used for a number of years, mainly by the aeronautical and automobile industries, to design products and means of production. Are the benefits of using human modeling for these companies transferable to other industrial sectors, mainly for designing and correcting tools or common workstations? If so, in which specific contexts? In the framework of a research project to answer these questions, a series of hypotheses was developed, based on the context and expected consequences of using human modeling. Case studies were carried out to verify these hypotheses and thus determine the contextual elements favorable to the use of human modeling in designing or correcting workstations. The preliminary results of this study verified some of the predefined hypotheses. First, as expected, human modeling allows more rapid iterations for validating the concepts considered. The results also show that the more complex the problem workstation, the more effective the validation using human modeling. The results also suggest that the user's ergonomic competence has a direct impact on the quality of the solution, whether human modeling is used or not. Finally, human modeling improves the quality of communication with managers and workers.
MSA Engineering Journal
Users' satisfaction in the design of shared office spaces is one of the important aspects that every enterprise should seek. The research provides and validates a new mechanism that could be used in the design process of shared office spaces, by integrating the tool of Virtual Reality (VR) and User Experience Design (UXD). The proposed mechanism consists of three phases. The first phase (the experiment articulation) illustrates the correlation between the satisfaction factors of users and the physical setting of shared office spaces. In the second phase (the experiment tool preparation), the research articulates the programing scripts which are necessary for the users' interaction in the experiment using the VR tool, called User Interaction Tool (UIT), where these scripts are: Mouvement Script; Rotation Script; Stretch Script; and Material Script. The third phase (the experiment implementation and tool evaluation) consists of three steps; the first one is an oriented questionnaire for determining users' needs in shared office space while establishing relative weight for every aspect, and the second step is the experiment implementation for an existing office space to explore the suggested scenarios using the proposed tool, and the third step is crucial for comparing between the existing design model and the deduced one from the proposed mechanism to evaluate the validity of the proposed tool. After testing the tool, the research finds that users' satisfaction before the experiment is about 43.352 %, while it has been raised to 86.5825 % after using the proposed mechanism. Hence, the users' satisfaction is almost doubled after using the virtual reality tool in the design process of office space design.
Virtual Environments in Design and Evaluation
Computer Aided Architectural Design Futures 2005
One of the major challenges facing the professionals involved in the home modification process is to succeed in adapting the environments in a way that enables an optimal fit between the individual and the setting in which he or she operates. The challenge originates primarily from the fundamental characteristic of design-one can see and test the final result of home modifications only after they have been completed. The goal of this study was to address this problem by developing and evaluating an interactive living environments model, HabiTest, which will facilitate the planning, design and assessment of optimal home and work settings for people with physical disabilities. This paper describes the HabiTest tool, an interactive model that has been implemented via an immersive virtual reality system which displays three-dimensional renderings of specific environments, and which responds to user-driven manipulations such as navigation within the environment and alteration of its design. Initial results of a usability evaluation of this interactive environment by users are described.
Proceedings of 9th International Topical Meeting on Nuclear Plant Instrumentation, Controls, and Human Machine Interface Technology (NPIC&HMIT 2015), 2015
Virtual prototyping technologies enable control room designers, human factors specialists, and other project stakeholders to communicate and evaluate ideas early in the design process. Virtual mock-ups can be produced rapidly, typically resulting in more design iterations. Therefore, reliable human factors reviews need to be executed quickly in order to provide timely feedback to designers. Our earlier work indicates that a promising approach is to transform human factors review guidelines into rule-based tests that can be performed automatically by software to produce feedback on conformance by analyzing a suitably prepared 3D model. If this can be implemented in a practical manner then the expected result would be greater accuracy and consistency than conventional approaches to reviewing, and the potential to produce a conformant design relatively cost-efficiently. This paper presents results from an explorative usability study to evaluate the accuracy and efficiency of an interactive 3D software tool designed to support control room layout evaluation. The study focused specifically on the usability of automated assistance to support the verification of a control room design against a sub-set of human factors review guidelines (NUREG-0700). We present the background for this study, the experimental design, and some of the results.
Journal of Intelligent & Fuzzy Systems, 2016
This paper evaluated the use of Three-dimensional (3D) Computer Visual Materials (CVM) to support user participation in the early design stages for a private house. A qualitative approach was identified in two stages. Firstly, a semistructured interview with a sample of architectural firms was conducted, and secondly, data was collected from conversational dialogues between an architect and a list of clients. The results revealed that various stages of the design process have different responses with respect to the use of Visual Material (VM) and its impact on user participation. In addition, there appeared to be a direct relationship between the Level of Details (LoDs) and specific design stages.
Proceedings of Nordiska Ergonomisälskapets Årskonferanse 2000, 2000
Early identification of potential human factors guideline-violations and corrective input into the design process is desired for efficient and cost-effective control room design. Virtual Reality (VR) technology makes it possible to perform evaluation of the design of the control room at an early stage of the design process, but can we trust the results from such evaluations? This paper describes an experimental validation of a VR model against the real world in five different tasks of guideline verification. Preliminary results indicate that guideline verification in the VR model can be done with satisfactory accuracy for a number of evaluations. However, some categories of guidelines require further development of measurement tools and use of higher model resolution than the model used in this study.