This chapter explores the practice of conducting user research studies and design assessments in virtual reality (VR). An overview of key VR hardware and software tools is provided, including game engines, such as Unity and Unreal Engine. Qualitative and quantitative research methods, along with their various synergies with VR, are likewise discussed, and some of the challenges associated with VR, such as limited sensory stimulation, are reflected upon. VR is proving particularly useful in the context of space systems development, where its utilisation offers a cost-effective and secure method for simulating extraterrestrial environments, allowing for rapid prototyping and evaluation of innovative concepts under representative operational conditions. To illustrate this, we present a case study detailing the application of VR to aid aerospace engineers testing their ideas with end-users and stakeholders during early design stages of the European Space Agency's (ESA) prospective Argonaut lunar lander. This case study demonstrates the effectiveness of VR simulations in gathering important feedback concerning the operability of the Argonaut lander in poor lighting conditions as well as surfacing relevant ergonomics considerations and constraints. The chapter concludes by discussing the strengths and weaknesses associated with VR-based user studies and proposes future research directions, emphasising the necessity for novel VR interfaces to overcome existing technical limitations.
翻译:本章探讨在虚拟现实(VR)中开展用户研究实验与设计评估的实践。首先概述了关键VR硬件与软件工具,包括Unity与Unreal Engine等游戏引擎。随后讨论了定性与定量研究方法及其与VR的多种协同效应,并反思了VR面临的若干挑战(如有限的感官刺激)。VR在空间系统开发领域展现出特殊价值,其应用为模拟地外环境提供了经济高效且安全的手段,可在代表性运行条件下实现创新概念快速原型制作与评估。为阐明这一点,我们呈现了一个案例研究,详细说明了在欧空局(ESA)未来拟建的Argonaut月球着陆器早期设计阶段,如何借助VR辅助航空航天工程师与最终用户及利益相关方共同测试其构想。该案例研究证明,VR模拟在收集关于Argonaut着陆器在弱光条件下可操作性的重要反馈,以及揭示相关人机工程学考量因素与约束条件方面具有显著成效。本章最后讨论了基于VR的用户研究的优势与局限性,并提出未来研究方向,强调需要开发新型VR界面以突破现有技术瓶颈。