Negotium App: Evaluating User Engagement and Content Quality Study

CoEx Lab at CMU Humanab at CMU Human-Computer Interaction Institute

Role

UX Researcher & Product Manager

Skills

Product Strategy, Mixed Reality, User Research, Experiential Design

Timeline

2024 Spring, 3 months

Team

2 Engineers, 1 Tech researcher, 1 Designer, 1 Researcher/PM
Introducing DoryVR, a custom XR platform to help students to present 3D data visualizations in Mixed Reality for a Heinz College VR course. To enhancing engagement, storytelling, and self-reflection, DoryVR offers interactive dashboards, customizable immersion, and scalable 3D visualizations.

In this project, I served as the UX researcher and Product Manager, leading the early research phase and prototype testing through 6 interviews and 3 rounds of user tests to inform design solutions. I also managed the team agenda, ensured client updates, and delivered project artifacts on schedule.

9

Usability pain points

5

Common themes

4

Follow up design flow

1

Change in strategy

Overview

Context

Research

Challenge 1

Challenge 2

Challenge 3

Final Solution

Solution Overviews

We present DoryVR, a Mixed Reality data presentation application with...

Individual Dashboards for Greater Control Over Presentation & Self-reflection

Presenters and audience have individual dashboards with recording features for smooth data presentation and self-reflection, supporting both 3D and 2D data visualization for better content control.

Individual Dashboard - Presenter

Individual Dashboard -Reflection

Scalable Interactive Data

Experience data presentation beyond 2D screens, where students can interact with 3D data like scatter plots and spatial GIS maps. By dragging files from the dashboard, they can scale, highlight, and zoom data, switching between a centralized table view and a room view for a fully immersive experience.

Walk-through Experience Mode

Centralized Presentation Mode

Data Presentation in AR Experience

Switching the Level of Immersion

Switching the Levels of Immersion (AR to VR) for Better Accessibility

Hybrid working and learning are becoming more common, but interpersonal interaction is missing. DoryVR addresses this by allowing users to easily switch levels of immersion, making meetings more accessible and connected.

PROJECT CONTEXT

Preparing Students for the Hybrid Workplace

XR is becoming an increasingly prevalent tool in the modern hybrid workplace. According to a study conducted by PwC in 2022, 51% of companies are either currently integrating VR into their strategy or have already incorporated VR into at least one specific area of their business operations.
Therefore, the Heinz College at CMU hosted the “Communication in VR” course, aiming to provide students with experience in this emerging media format, particularly in data storytelling and communication.
Challenges with Data Presentations and Storytelling in VR Classes
Currently, students primarily rely on slideshows and 2-dimensional screenshots of data as supplemental materials. However, representing 3-dimensional data in 2 dimensions often produces visual clutter and information overload. In addition, students also found 2D data less interesting to look at, and were therefore less engaged.

Project Goal

Our team aims to create a custom XR experience to enhance data storytelling for students in the "Communication in VR" course at Heinz College.
We plan to design an app that supports sharing a variety of media types, allowing students to explore, present, and discuss both 2D and 3D data. By leveraging VR's immersive capabilities, we hope to improve student engagement, promote interaction, and integrate a self-reflection process for presenters.

How might we create a custom VR environment that enhances data storytelling, promotes peer interaction, and improves student engagement and self-reflection?

RESEARCH

What are ways to enhance student engagement and understanding in data storytelling within a VR environment?

We identified two research questions that would help us hone our understanding of education and data presentation in VR.

Competitive Analysis

FOCUS #1

How do we make the process behind learning how to storytell with data in VR more involved for students?

To answer the first question, we conducted a literature review on data storytelling, VR education, and VR data visualization. Additionally, we performed a comparative analysis of four prominent VR data visualization tools to create a foundational map of what a data storytelling experience in VR could look like.

FOCUS #2

What are students’ behaviors and learning processes behind VR communication and data storytelling?

For this question, we conducted 2 classroom observations to shadow students and instructors. This allowed us to observe both teaching and learning processes in action.

We followed up with 5 contextual inquiries with students to understand their behavioral patterns, issues, and goals regarding VR presentations. We also interviewed 5 experts in data visualization, storytelling, and VR education technology to gain contextual knowledge and field insights.

I attended their class, which was hosted in VR!

After collecting data, we used an affinity diagram to identify common themes and created an empathy map to better understand our findings, which were categorized into general presentation in VR, presenting data in 3D, and the advantages of AR versus VR.

Research Finding | Opportunities & Issues with Presentation in VR

XR changes the scales of accessible interaction and behaviors, providing more flexibility.

While XR introduces new paradigms, current XR apps still have limitations that need to be addressed.

A multi-sensory experience in XR cannot be achieved on a traditional flatscreen display. An Educational XR Technology researcher highlights that “XR enables us to walk through the [virtual] galaxy, or explore the intricacies of the human heart.” Students also points out how VR changed their spatial perception and communication.

However, the current app students use does not take advantage of how individual user views can be different in VR; Every user sees all the materials that exist in the VR space. Moreover, students often felt a lack of control in their presentation and found it difficult to present without their speaker notes.

Finally, students do not feel they receive enough tailored tips or feedback for self-improvement.

“Most of the time, I would just explore the product on my own because it’s the fastest way to get familiar with this type of product – by trying on your own time”  – Student P1

Students present in an unconventional classroom setting: the woods

Research Finding | Pros & Cons of 2D & 3D Visualization

2D data visualization and storytelling often suffer from visual clutter and information overload, making it difficult to convey the right amount of context and information.

Our interviews with experts and literature reviews helped us discover common issues with 2D data visualization and storytelling. These include visual clutter (“elements that take up space but don’t increase understanding” [Storytelling with Data] and information overload. We observed students struggling with conveying the right amount of context and information to the audience due to the limited dimensions of 2D flat screens.

We further broke down the pros and cons of 2D and 3D visualization to identify the best ways to present different types of data.

Research Finding | Advantages & Accessibility Issues of VR vs AR

XR changes the scales of accessible interaction and behaviors, providing greater accessibility and more flexibility for hybrid working.

Despite the class being held fully in VR, 80% of our participants reported varying levels of dizziness or motion sickness, suggesting accessibility issues within VR.

In response, we explored Augmented Reality (AR) as an alternative, as it tends to cause fewer of these symptoms. AR allows students to move freely in their physical space while interacting with virtual class elements.

Our competitive analysis and expert interviews suggest that AR will become increasingly popular for business meetings, with one expert stating, “AR is going to be a much more important factor to meeting apps moving forward.”

DESIGN CHALLENGES

Visioning

In order to find a direction for our ideation and prototyping, we asked ourselves 3 how-might-we questions. ​​These three questions helped us to isolate three areas of concern regarding teaching in Virtual Reality and presenting data within XR spaces:

Design Challenge 1
How might we make XR data storytelling and presentation adaptable to new behavioral norms in the VR space?
Design Challenge 2
How might we use the advantages of XR to give students a more hands-on, nuanced data storytelling experience?
Design Challenge 3
How might we leverage the advantages of XR to provide students with a fully immersive learning experience?

Based on our research insights and three key questions, our team used crazy 8 to brainstorm design solutions on a virtual wall to discuss and compare ideas. We then conducted a design charrette for 8 ideas, sketching on a whiteboard to refine our concepts. This process allowed us to narrow our focus for the lo-fi prototyping stage.

Crazy 8 Ideation

Design Charette

Design Challenge: Adapt Data Presentation to XR Environment

Design Challenge 1

XR presentation felt disconnected... How can we improve it?

From our user study, we identified several pain points in how people currently present, such as no control of the slides, over-emphasis on reciting, and action/emotion disconnection in sharing content.

From our user study, we identified several pain points in how people currently present, such as no control of the slides, over-emphasis on reciting, and action/emotion disconnection in sharing content.

Based on the feedback, we selected to focus on the individual dashboard (with the pointer tool feature) and a feedback interface, as these features were well-received and helped improve our ultimate goal of improving the data storytelling experience in VR.

Created storyboards for all ideas/parallel testings

Used 2D graphics & Spatial to prototype

Storyboard & Lo-fi Testing Insights

Users desired more intuitive self-monitoring tools, a simplified interface, and reduced redundancy.

- Users responded positively to features that allow them to have control over presentation, especially viewing slide without turning. They also wanted tools to monitor their performance.
- They had mixed feelings about preview placement but agreed on the need for a simpler dashboard such that they won’t lose focus during presentation. They also want less redundancy in presenting screens.
- Users expressed a need to having smooth synchronization & engagement between the presenters and the audience. They are hoping to interact with each other.

For Mid-fi: Improving the dashboard interface for better navigation & clarity

For the mid-fi prototype, we enhanced the presenter’s dashboard by organizing the elements into 4 functional sections: timing and recording, slide preview, speaker notes, and data file access. The slide preview section was made the largest, with division lines used as visual cues to separate it from other areas, since users interact with it the most during presentations.
We also upgraded the recording and feedback feature to include timestamped feedback alongside a transcript, allowing users to scrub through the video and transcript simultaneously for a more effective learning experience.

Individual Dashboard Mid-fi Prototype

Self-reflection Mid-fi Prototype

Testing for an integrated solution in VR

In our mid-fi testing, we recruited 5 students from the class, and they responded positively to our design. To further test this idea along with other features in an integrated solution, we implemented the hi-fi version of the dashboard using Unity, which I will introduce later in the other design challenges.

Design Challenge: Create VR Data Storytelling Experience

Design Challenge 2

Crafting immersive and interactive data storytelling experience in Minecraft

In the ideation phase, we proposed the concept of data presentation table, where students can present their data in different scales. This idea received great feedback, with people imagining various use cases and perspectives for different modes.

However, when we started lo-fi prototyping, we realized it was crucial to go beyond 2D flat screens. The key question for us became: How might we prototype an immersive and interactive experience?

Centralized Mode & Immersive Mode Storyboards

After some exploration, we decided to use Minecraft for prototyping because it renders a simplified 3D experience that allows us to roughly prototype the experience of both table-style presentations and walk-in style presentations.

Lo-fi prototype

Imagining VS. Experience: small space and overwhelm in 3D prototypes

While we received positive feedback on the scalable and interactive data feature during storyboard testing, when we presented the scenes using Minecraft, users felt the room was too small to engage with the scaled-up data. Users also expressed some feelings of being overwhelmed by the 3D prototype.To better verify this idea, we need to create a more spacious environment that facilitates user interaction with the main feature.

To better verify this idea, we need to create a more spacious environment that facilitates user interaction with the main feature.

V2: so...let’s data storytelling in an immersive open-air auditorium

For our mid-fi prototype, we built an open-air circular auditorium in the middle of an endless ocean to evoke a sense of infinite space and focus audience attention on the presenter. The calm ocean setting and altered game shaders were chosen to mimic a VR aesthetic and improve feedback accuracy.

Mid-fi prototype

Good idea, but let’s rethink the data storytelling to deliver clear message

After testing with our users and communicating with the client, while this idea was interesting, it was not effectively delivering any information from the storytelling aspect. For instance, it was hard to compare the bar graphs in the prototype.

The feedback we got encouraged us to reconsider the overarching purpose of the project, and better prioritize interaction with 3D data.

Research & Exploration

So let’s take a step back: what are some types of data, and how can they be displayed or manipulated in VR?

We researched data visualization to explore the effectiveness of viewing different data types in 2D and 3D across various mediums. Not all data are suitable for 3D display. For instance, pie charts are perceived most accurately when displayed on 2D flat screens. However, viewing a scatterplot with 3 dimensions on a 2D screen would be problematic.
We also brainstormed different ways users can interact with the datasets. In addition to zooming in and out, we hope that users can actually experience the data as if they are part of the graphs.

The perception of 3D pie charts is not ideal

Datasets with 3 or more dimensions would be great in VR

In the high-fidelity prototype, we identified 3 types of 3D models suitable for VR: a 3D scatterplot, a GIS diagram, and a city model, as these best fit within the ideal 3D/3D matrix. We also brainstormed user interactions to enhance the interaction between the presenter and their data.

Hi-fi Improvement: deploying 3D models in Unity & interactions

We imported 3 models of 3D datasets for our interactive feature and developed new user interactions, such as highlighting and toggling data visibility. We integrated it with the adjustable levels of immersion to allow AR viewing of these 3D models. These enhancements significantly improved the user experience for both VR and AR presentations.

Different Views on Dashboard

Centralized Presentation Mode & Walk-through Experience Mode

Design Challenge: Providing an Accessible & Immersive Experience

Design Challenge 3

VR meetings aren’t for everyone. How might we create a more accessible experience?

Almost all students experienced varying levels of motion sickness and fatigue during their 1 hour and 20 minute class. Since in-person attendance was not mandatory, some students felt more comfortable staying at home while others attended in the classroom.

To make the tool more accessible and adaptable to hybrid learning and collaboration, we proposed allowing users to control their level of immersion from VR to AR or vice versa. Due to technical limitation, this idea wasn’t prototyped until we started using Unity.

Storyboarding

Mid-fi Version

But...there are many use cases we need to consider and sort out

How do we decide in what cases users need to change the level of immersion and when would it be beneficial to the users? Here, we considered 3 typical use cases: Hybrid, All remote, and All in-person.

Level of immersion User Flow

For In-person meetings, this feature is the most beneficial when students can work in AR mode, where they can interact with 3D datasets while being able to see other people. For fully virtual meetings, users can adjust immersion based on their comfort and environment.

For Hybrid meetings, while possible, are less ideal due to overlapping virtual and physical objects impacting immersion. Consequently, we focused our prototype on the first two scenarios.

Dive deeper into an integrated solution: learning by interacting, not just seeing

Previously, we tested the Level of Immersion feature separately from our other features. However, participants often connected all the features together, noting that if switching between AR and VR is possible, then data could go beyond common graphs. Users could experience "live" data immersively or explore it on physical objects.

This insight led us to realize we could dive deeper into an integrated solution, envisioning how users present data in new places and learning by interacting, not just seeing.

Connecting the Dashboard Design with Virtual Materials

Individual Dashboards for Presenters and Students

Dive deeper into an integrated solution: learning by interacting, not just seeing

Previously, we tested the Level of Immersion feature separately from our other features. However, participants often connected all the features together, noting that if switching between AR and VR is possible, then data could go beyond common graphs. Users could experience "live" data immersively or explore it on physical objects.

This insight led us to realize we could dive deeper into an integrated solution, envisioning how users present data in new places and learning by interacting, not just seeing.

SOLUTION

Introducing DoryVR: Revolutionizing Data Presentations and VR Learning

We created DoryVR, a Virtual Reality data presentation application that offers 3 key features:
  • Levels of Immersion, allowing users to switch seamlessly between Virtual Reality and Augmented Reality
  • Scalable and Interactive Data Visualization, enabling dynamic data visualizations and engaging storytelling.
  • Individual Dashboards, giving users control over their slideshows and data while providing feedback on presentations
Watch our concept video!
NEXT STEP

What was the outcome?

We tested the solution with a new group of students and received 100% positive feedback from them! When we presented it to our client, she was pleased with the immersive data interaction and how it enhanced student engagement in class.
After showcasing the concept prototype in Unity, we handed off the Unity project and implementation plan to the client, who will take over from here.
“This is super helpful because right now I was told that it's hard to switch slides now. It's easier to control now.”
“The walk-in mode is very immersive, interesting, and playful. I like the option to scale your own data and engage with your own dataset.”
“I really like this feature [Dashboard], having the transcript and feedback would be good for learning.”

My takeaway

Importance of checking testings details

There was a miscommunication between me and the engineer, and I didn't know we only had an iOS version, so I didn't include that in the screener. This led to serious issues with recruiting participants as not all of them had phones with iOS system. Although we found ways to help each participant obtain a device, this was a lesson for me to make sure that I needed to check every single details of the testing process.

Being a support for the team & be supported by the team

I joined the team as the sole researcher, while the rest of the team members had been collaborating with each other for a long time. Because it was such a small team, I decided to start by learning contextual information and identifying what people were frustrated or concerned about before making any research plans. This not only helped me to adjust research focus and synthesize results that were more useful for each member but also helped in gaining support and trust from them.

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