Immersive Design
  • Introduction
  • Course Program
  • Showcase
  • References
  • Class 0-2 Bootcamp
    • The Last Great Battle of the Samurai
    • Class 0: Sensing
    • Class 1: Design Tools
    • Class 2: Evaluation Basics
  • Spatial
    • Spatial Rationales: Food for Thought
    • Spatial Intimacy: Public Space
    • Spatial Intimacy: Social Space
    • Spatial Intimacy: Personal Space
    • Spatial Intimacy: Intimate Space
    • Spatial Form: Proportion & Rhythm
    • Spatial Flow: Movement & Direction
    • Spatial Sensing: Sensory Expressions
    • Spatial Sound: Edible Flavor
  • Embodiment
    • Embodiment: Kinesthetic Space
    • Embodiment: Gestural Kinesphere
    • Embodiment: Bodily Kinesphere
    • Embodiment: Harmony & Balance
    • Embodiment: Affordances & Microinteractions
  • Evaluation
    • Evaluation Topics: Immersion & Presence
    • Evaluation Topics: Emotional Immersion
    • Evaluation Topics: Body-Ownership
    • Evaluation Topics: User Tasks
    • Evaluation Topics: Navigation
    • Evaluation Topics: Wayfinding
    • Evaluation Topics: Human-System Control
    • Evaluation Topics: Feedback, feedforward & force feedback
  • Methods
    • Evaluation Methods: Setting up an Experiment
    • Evaluation Methods: Quantitative & Qualitative
    • Evaluation Methods: Materials
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On this page
  • I. Reality check: User Experience
  • II. Reality check: Spatial Representation
  • III. Reality Check: Interaction Techniques

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  1. Class 0-2 Bootcamp

Class 2: Evaluation Basics

PreviousClass 1: Design ToolsNextSpatial Rationales: Food for Thought

Last updated 5 years ago

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I. Reality check: User Experience

What is the overall user experience when looked at:

  • Desirability: does the user want to engage fully or wants to try the experience again?

  • Satisfactory: is the user moving through the experience in a pleasurable way, with focus until the end?

  • Usability: is the experience understandable to the user, are there any faults or delays in the interaction?

  • Utility: is the product useful to the user and does it have a purpose that the user accepts?

  • Efficiency: can the user learn quickly, is it fast to use?

  • Effective: does it work, can I do it, does it do the job well?

  • Safety: is it safe for the user to use? does the user feel safe in the experience? ( and

Tools: User Journey - Touchpoints - Proxemic areas - Action spaces - Rapid Prototype - Play-acting & User Testing

II. Reality check: Spatial Representation

1. Form Notion: what kind of form does the space have? You can use daily metaphors (closed): house, hut, nest, shell, cellar, shelter, temple, church, train, football field, dessert, forrest, laboratory, forest, laboratory, football field. Use daily metaphors (open-ended): infinity room, race track, beach, mountain, desert.

2. Pattern of Form: what proportion and balance does the space have? stubborn - kind - bold - soft - calculated - spiritual - framed - suprematist - topographic - fluid - organic form - parametric

3. Rhythm of the Air: imagine the wind blowing through space. What does this space do? Does it: collide? explode? shatter? fragment? abstract? distort? and deform? fold? twist? erode? melt? float? climb? walk? dive?

III. Reality Check: Interaction Techniques

USER TASKS: checking its quality

  • Navigation & Wayfinding

  • System Control

  • Selection & Manipulation

  • Feedback, Feedforward & Force feedback

Tools: Hierarchical Task Analysis - User Task Flow - User Testing - Heuristic Evaluation - Biometric measuring - Questionnaires - Interviews

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physical
emotionally safe(!)
23MB
stevenholl.m4v
Design the Air
https://web.mit.edu/kkoile/www/papers/Koile-AIEDAM06.pdf
A Taxonomy of Usability Characteristics in Virtual Environments, Joseph L. Gabbard (1997)