by Dmitry Alexandrovsky, Susanne Putze, Michael Bonfert, Sebastian Höffner, Pitt Michelmann, Dirk Wenig, Rainer Malaka and Jan David Smeddinck
Abstract:
Questionnaires are among the most common research tools in virtual reality (VR) user studies. Transitioning from virtuality to reality for giving self-reports on VR experiences can lead to systematic biases. VR allows to embed questionnaires into the virtual environment which may ease participation and avoid biases. To provide a cohesive picture of methods and design choices for questionnaires in VR (inVRQ), we discuss 15 inVRQ studies from the literature and present a survey with 67 VR experts from academia and industry. Based on the outcomes, we conducted two user studies in which we tested different presentation and interaction methods of inVRQs and evaluated the usability and practicality of our design. We observed comparable completion times between inVRQs and questionnaires outside VR (nonVRQs) with higher enjoyment but lower usability for inVRQs. These findings advocate the application of inVRQs and provide an overview of methods and considerations that lay the groundwork for inVRQ design.
Reference:
Dmitry Alexandrovsky, Susanne Putze, Michael Bonfert, Sebastian Höffner, Pitt Michelmann, Dirk Wenig, Rainer Malaka and Jan David Smeddinck, "Examining Design Choices of Questionnaires in VR User Studies", In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (Regina Bernhaupt, Florian Mueller, David Verweij, Josh Andres, eds.), Association for Computing Machinery, New York, NY, USA, pp. 1–21, 2020.
Bibtex Entry:
@inproceedings{AlexandrovskyPutze2020,
year = "2020",
title = "Examining Design Choices of Questionnaires in {VR} User Studies",
editor = "Regina Bernhaupt and Florian Mueller and David Verweij and Josh Andres",
author = "Dmitry Alexandrovsky and Susanne Putze and Michael Bonfert and Sebastian H{\"o}ffner and Pitt Michelmann and Dirk Wenig and Rainer Malaka and Jan David Smeddinck",
booktitle = "Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems",
doi = "10.1145/3313831.3376260",
url = "AlexandrovskyPutze2020.pdf",
publisher = "Association for Computing Machinery",
address = "New York, NY, USA",
series = "CHI '20",
location = "Honolulu, HI, USA",
isbn = "9781450367080",
pages = "1--21",
abstract = "Questionnaires are among the most common research tools in virtual reality (VR) user studies. Transitioning from virtuality to reality for giving self-reports on VR experiences can lead to systematic biases. VR allows to embed questionnaires into the virtual environment which may ease participation and avoid biases. To provide a cohesive picture of methods and design choices for questionnaires in VR (inVRQ), we discuss 15 inVRQ studies from the literature and present a survey with 67 VR experts from academia and industry. Based on the outcomes, we conducted two user studies in which we tested different presentation and interaction methods of inVRQs and evaluated the usability and practicality of our design. We observed comparable completion times between inVRQs and questionnaires outside VR (nonVRQs) with higher enjoyment but lower usability for inVRQs. These findings advocate the application of inVRQs and provide an overview of methods and considerations that lay the groundwork for inVRQ design.",
keywords = {easecrc_human_cognition, easecrc_perception, easecrc_cognitive_capabilities}
}