We describe the design of an immersive virtual Cyberball task that included avatar customization, and user feedback on this design. We first created a prototype of an avatar customization template and added it to a Cyberball prototype built in the Unity3D game engine. Then, we conducted in-depth user testing and feedback sessions with 15 Cyberball stakeholders: five naive participants with no prior knowledge of Cyberball and ten experienced researchers with extensive experience using the Cyberball paradigm. We report the divergent perspectives of the two groups on the following design insights; designing for intuitive use, inclusivity, and realistic experiences versus minimalism. Participant responses shed light on how system design problems may contribute to or perpetuate negative experiences when customizing avatars. They also demonstrate the value of considering multiple stakeholders' feedback in the design process for virtual reality, presenting a more comprehensive view in designing future Cyberball prototypes and interactive systems for social science research.
翻译:我们描述了一项沉浸式虚拟网络球任务的设计,其中包含虚拟化身定制功能及用户对此设计的反馈。首先,我们创建了虚拟化身定制模板的原型,并将其集成至基于Unity3D游戏引擎构建的网络球原型中。随后,我们对15位网络球利益相关者进行了深度用户测试与反馈收集:其中包括5位对网络球任务毫无先验知识的普通参与者,以及10位长期使用网络球范式的资深研究者。我们报告了这两个群体在以下设计见解上的分歧观点:直观易用性、包容性、真实感体验与极简主义设计之间的平衡。参与者的反馈揭示了系统设计问题如何在虚拟化身定制过程中引发或加剧负面体验。这些反馈还证明了在虚拟现实设计中考虑多元利益相关者意见的价值,为未来社会科学研究中网络球原型及交互系统的设计提供了更全面的视角。