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A study of immersive technology for product usability improvement design based on comprehensive value evaluation

Pubblicato online: 31 Dec 2022
Volume & Edizione: AHEAD OF PRINT
Pagine: -
Ricevuto: 13 May 2022
Accettato: 19 Nov 2022
Dettagli della rivista
License
Formato
Rivista
eISSN
2444-8656
Prima pubblicazione
01 Jan 2016
Frequenza di pubblicazione
2 volte all'anno
Lingue
Inglese
Introduction

The concept of usability is now widely used in the field of design, and a large body of research has identified usability as critical to the success of interactive systems or products [1]. According to the ISO 9241-11:2018 international standard, the purpose of products and services is to enable users to achieve their goals effectively, efficiently and satisfactorily. Usability is a key component of user-centred design (UCD), and the main task of improving usability is to understand and meet the needs of users. The literature summarises the tools used to improve product usability, including mythological research, user involvement in design, focus groups, research, surveys, heuristic evaluations and usability testing [2].

The Reality-Virtuality Continuum theory considers the transition from the real world to the virtual world (VR) to be continuous [3], with all intermediate states in the process being defined as mixed reality (MR) [4]. The category of an immersive technology depends on the ratio between the real information it conveys to the user from a physical object and the virtual information generated by the computer. Data given by industry analyst IDC in the 2022 V1 edition of the IDC Worldwide Augmented and Virtual Reality Spending Guide show that the total global AR/VR investment was close to US $14.67 billion in 2021 and is expected to increase to US $74.73 billion in 2026, with a 5-year CAGR that will reach 38.5%. As immersive technologies such as virtual reality and augmented reality have matured and become useful in many areas [59], researchers have suggested that immersive technologies can improve the ability of users to identify usability problems with products [10]. However, any design approach comes with a cost for use, and a commonly accepted and adopted approach may not necessarily have the highest design benefit, but in some scenarios it is the approach that balances the design benefit with the cost of use and has the best overall value, determining the need for such an approach to be used in practice in the long term.

In the early stages of designing usability improvements for existing products, direct semi-structured interviews with users to uncover usability issues have been widely used in several studies [11], demonstrating the excellent overall value of this method in this scenario. There is no precedent for an immersive design approach that has been shown to have better overall value than the interview method in terms of uncovering usability issues, and there is little focus in the existing literature on the value of the approach, particularly in terms of quantitative analysis of the value of use.

This study takes a usability improvement design for an industrial crane remote control commonly used in industrial production, focuses on the early stages of the design process, builds a design tool based on virtual reality technology, and quantitatively analyses whether the addition of the design tool can bring higher design benefits with a generally acceptable cost of use in the process of obtaining usability issues through the user interview method described above. The value of the design tool is better than that of the user interview method. The results of this study will guide the promotion of immersive technologies in product design and the search for new focus points.

Test method and procedure
Test method
Evaluation of usability issues

The potential value of usability issues identified by users is usually evaluated in terms of the number and importance of the issues identified. The raw data collected was collated into a list of usability issues, and the importance of each usability issue was scored by product design experts using a 5-point Likert scale and averaged. Significance analysis was used to determine the difference between groups in the number and importance of usability issues found.

Evaluation of improved design options

For interactive products, styling represents the usability of the product in terms of shape, and the role of usability issues obtained by designers for improving the shape of the product is important for usability improvement design work with a focus on styling.

The evaluation indicators used in this study are numerous and interact with each other. Hierarchical analysis and fuzzy integrated evaluation methods can transform this complex problem into a hierarchical evaluation system according to affiliation [12], quantifying the fuzzy factors involved and therefore giving intuitive results with full consideration of such internal correlations. These methods have been shown to be effective for product evaluation [13, 14].

Evaluation of the designer’s willingness to use

The combined value of a design method includes its design benefits and usage costs; in this study the respondents were the product designers who had to bear these usage costs. As the selected control method is an interview method with apparently very low usage costs, it is necessary to demonstrate that this method has higher design benefits while incurring acceptable usage costs in the same scenario, as evidenced by the positive willingness of designers to use it, which determines the potential value of the method to replace existing interview methods.

The designer’s specific understanding of the usage costs of the virtual reality method relied on thorough discussions with the researcher, culminating in a list of various usage costs, each of which was evaluated on a 7-point Likert scale for its impact on the designer’s willingness to use the method, reflecting the ease of acceptability of those usage costs.

Experimental design

This experiment was a controlled trial consisting of a control group and an experimental group, with the control group going directly to the interview session to ask usability questions and design suggestions, while the experimental group first used the virtual reality tool we constructed and then conducted the same interviews as the control group. The evaluation of the usability questions and improved design solutions in the above experimental method can reflect the level of design benefit of this virtual reality design method, and then combined with the evaluation of the designer’s willingness to use it, determine whether the overall value of the method is higher than that of the interview method.

Subject information

A total of 32 expert users of an industrial crane remote control were recruited offline as subjects, including 28 men and 4 women. They all had at least 1 year of work experience. They were divided equally into two groups of 16 each, based on their length of service, gender and the company they worked for. None of them had any experience of working in product design and had never received any training related to product design.

Experimental and testing equipment

Head-mounted virtual reality devices, such as the HTC vive, deliver virtual reality video content with excellent viewing range, clarity, frame rate and 3D depth of field. It is cost-effective and has a wide range of software and hardware to make creating virtual reality content easy and efficient.

The virtual reality-based design tool consists of an HTC vive display headset set and a virtual scene built using Unity3D software, which consists of a virtual environment and a virtual model set of this remote control, consisting of a full 1:1 model and a set of component models scaled up 5 times and split into buttons and bases. These are simultaneously presented in the virtual environment and in which the participant are. They are presented simultaneously in a virtual environment where the subject can move around on foot and observe the models freely.

On top of this basic scenario, the design tool also features freehand interaction [15, 16] and 3D sketching [1719].

The leapmotion controller, installed additionally in front of the HTC vive’s display headset, captures a real-time image of the subject’s hands, and converts it into a digital model for presentation in the virtual environment. Gesture recognition technology can help computers to obtain real-time movement data of the user’s hands in a non-contact form, allowing the user to interact with virtual objects and correctly understand the occlusion relationship between them. Researchers have listed and compared several representative gesture recognition devices, of which leapmotion is inexpensive, sensitive and versatile [21, 22]. The leapmotion SDK enables interaction between the two hand models and the virtual model of the remote control. When the hand model collides with the product model, the product model is grasped and followed by a clenched fist, and when the palm is opened, the product model is released and hovered in its current position. The purpose of the enlarged model is to make it easier for the subject to interact with the various parts of the model with their bare hands.

3D sketching is achieved using the tilt brush plug-in, which essentially controls the line render component through the controller, adding points in the positions with corresponding coordinates when the trigger button of the right-hand controller is pressed to give a line effect, while the Touchpad is touched with the thumb to change the thickness of the line. Simple Colour Picker is a PC-based colour picker that has been adapted to work in a virtual environment to change the colour of the lines. A Simple Colour Picker based colour picker panel was added to the virtual scene and a ray was sent to collide with this panel by pressing the Trigger button on the left-hand controller to change the material colour of the lines. The system design is shown in Figure 1.

Fig. 1

Virtual reality design tools. (a) 3D sketching capabilities. (b) Freehand interaction function. (c) Colour picker

The design tool is aimed at users with little experience of using virtual reality equipment and participating in product design, so it should be easy to learn and use. In many studies, 3D sketching has been identified as an accessible and flexible method of creation, suitable for the early stages of product design where efficiency and creativity are required [23]. The gesture recognition technology provides intuitive interaction, while the real-time image of the hands also gives the user an important reference when sketching and analysing design problems. In terms of interaction with the design tool, there is no reliance on multi-level menus and all models and panels are placed directly in the virtual space, which minimises the number of steps the user has to take. The availability of scaled-up models makes it easier to show product details and reduces the user’s difficulty in handling them.

Experimental and testing procedure

Prior to the start of the trial, each subject was informed about the trial, completed the necessary training and signed an information sheet. Once the trial had started each subject in the group was given free access to the virtual reality tool to reflect on usability issues with the selected existing industrial crane remote control product. This process was open-ended and allowed for breaks, but the researcher did not communicate any design-related issues with the subjects and only provided the necessary assistance in using the tool. A semi-structured interview was then conducted with each subject in the test and control groups to record the usability issues collected.

The interview data was collated by eight additional online invited industrial control equipment experts who had extensive experience in using a wide range of industrial control equipment including the remote control selected for this study and had >6 years of experience in industrial production related work. Each expert collated the data individually to form a preliminary coding scheme, and after repeated discussions in the online group meetings all experts reached a consensus and completed the coding of all the data.

Four postgraduate product design students were recruited to form a design team, and after understanding all of the collated usability issues, the two groups were guided through the design of two improved solutions, with a 2-week interval between designs to minimise disruption to each other. The renderings were required to be of similar modelling and rendering quality and the design specification should be in uniform format.

Conclusion and study
Number and importance of usability

After collating the interview data, a total of 28 usability problems were identified by subjects in the control group, 32 usability problems were identified by subjects in the test group and 22 usability problems were identified jointly by subjects in both groups. The independent sample t-test showed that each subject in the test group identified significantly more usability problems than the control group (p < 0.05).

Eight industrial control equipment experts scored the importance of each usability issue on a 5-point Likert scale (1 unimportant, 2 relatively unimportant, 3 generally important, 4 relatively important, 5 important) and took the mean value. An independent samples t-test showed that the importance of the usability issues identified by all subjects in the test group was not significantly different from that of the control group (p > 0.05). Further calculations of the mean importance of all usability issues identified by each participant and t-tests showed that there was no significant difference in the mean importance of usability issues identified by each participant in the two groups (p > 0.05).

From the evaluation of the potential value of usability problems, it is clear that the subjects in the test group were slightly more able to identify usability problems than those in the control group, the main difference being that the subjects in the test group were able to identify a greater number of usability problems.

Styling evaluation of improved design solutions

The design team designed improved solutions based on two sets of usability issues, guiding solution 1 for the usability issues identified in the pilot group and solution 2 for the usability issues identified in the control group. In all, 40 product design practitioners with at least 1 year’s experience and varying degrees of involvement in the design of industrial equipment were recruited via the Internet. In this study, they conducted a remote solution evaluation using solution renderings and design specifications.

Level and hierarchical analysis

For equipment products, a comprehensive evaluation method based on evaluation characteristics is usually used to reflect on the elements of product design quality in the process of evaluation to build a judgement tree, which constructs the product design elements into three levels: the target level, the criterion level and the indicator level. The criterion level is the prerequisite principle for generalising the target level, and the indicator level is several relevant refinement elements of the criterion. Referring to the standard DB621/T148-1993 ‘Evaluation method for modelling of mechanical and electrical products’, the product is evaluated in five aspects: form, colour, material, human-machine, and overall relationship, shown in Figure 2.

Fig. 2

Industrial remote control design evaluation system diagram

Set the target level as A. Within the guideline level, morphological properties B1 include structural stability C1, proportional relationship C2, confirmation style C3 and morphological normality C4 of the product; colour properties B2 include colour coordination C5, colour comfort C6, colour matching C7 and colour stability C8 of the whole machine; material properties B3 include material matching C9, process complexity C10, material quality C11, material cost C12; human-machine properties B4 include assembly rationality C13, operational convenience C14, operational standardisation C15, human-machine interaction C16; overall relationship properties B5 include functional coordination C17 volume coordination C18, overall sense of assembly C19 and overall style C20.

Definition of scales: In the hierarchical analysis method, the numbers 1–9 and their reciprocals are cited as the judgement matrix scales, as shown in Table 1.

Judgement matrix templates

ScaleDefinition
1Compare the two indicators, equal importance
3Compare the two indicators, the former is slightly more important than the latter
5Compare the two indicators, the former is more important than the latter
7Compare the two indicators, the former is more strongly important than the latter
9Compare the two indicators, the former is extremely more important than the latter
2, 4, 6, 8Intermediate value of the above adjacent judgement
The reciprocal of the above valuesIf the ratio of the importance of indicators i and j is a, then the ratio of the importance of indicator j to indicator i is 1/a

Construct the judgement matrix: According to the above scale, eight industrial control equipment experts scored the elements of each level after discussion and compared them two by two to form the judgement matrix, and the results of the judgement matrix of the criterion level indicators relative to the target level are as follows (Table 2):

Judgement matrix of criteria level indicators relative to target level

AB1B2B3B4B5
B11311/51/2
B21/311/31/71/4
B31311/51/2
B457513
B52421/31

Calculating the weight of each indicator in the criterion level and consistency test: Based on the judgement matrix constructed, the weight of each indicator in the criterion level is derived in three steps, as follows.

Step 1: The judgement matrix is normalised by column. b¯ij=aijk=1nakj \begin{align*} \overline{b}_{ij}=\frac{a_{ij}}{\sum_{k=1}^na_{kj}} \end{align*}

Step 2: Sum by rows. W¯i=j=1nb¯ij \begin{align*} \overline{W}_{i}=\sum_{j=1}^{n}\overline{b}_{ij} \end{align*}

Step 3: The sum is normalised to give the weights. Wi=W¯ii=1mW¯i \begin{align*} W_{i}=\frac{\overline{W}_{i}}{\sum_{i=1}^{m}\overline{W}_i} \end{align*}

After the three steps above, the results are listed below (Table 3).

Level hierarchical weights and consistency tests

Guideline levelB1B2B3B4B5
Weight0.130.04710.130.47970.2132

After calculating the five guideline level index weights of morphological properties B1, colour properties B2, material properties B3, human-machine properties B4 and overall relationship properties B5, a consistency test is required to determine whether the weighting results are reasonable. The consistency test is judged by the value of the consistency ratio CR. If the CR value is <0.1, the consistency test is passed and the resulting weights are reasonable; if the CR value is >0.1, the consistency test is not passed, and the judgement matrix needs to be reconstructed for calculation. CR is calculated as follows.

CR=CIRI \begin{align*} CR=\frac{CI}{RI} \end{align*}

CI is calculated as follows.

CI=λmaxnn1 \begin{align*} CI=\frac{{\lambda{}}_{max}-n}{n-1} \end{align*}

In this equation, n represents the number of indicators, while max denotes the maximum eigenvalue of this judgement matrix (Table 4).

RI criteria values for judgement matrices of different orders

Steps123456789
RI000.520.891.121.261.361.411.46

The judgement matrix CI = 0.0187, RI = 1.12, CR = 0.0167, which is <0.1, indicating that it passes the consistency test, that is, the weighting results are reasonable.

Calculate the relative weights of indicator-level indicators and consistency test: Repeat the above process, calculate the weights of indicator-level indicators relative to each criterion-level indicators, and conduct consistency test, and obtain the weights of each level indicators as shown below (Table 5).

Weighting of indicators at each level

Guideline levelWeightIndicator levelRelative weights
Morphological properties B10.13Structural stability C10.1819
 Proportional relationship C20.3636
 Confirmation style C30.0909
 Morphological normality C40.3636
 Colour coordination C50.3844
 Colour comfort C60.3844
Colour properties B20.0471Colour matching C70.1432
 Colour stability C80.088
 Material matching C90.096
 Process complexity C100.2772
Material properties B30.13Material quality C110.1609
 Material cost C120.4659
 Assembly rationality C130.2857
 Operational convenience C140.2857
Human-machine properties B40.4797Operational standardisation C150.1429
 Human-machine interaction C160.2857
 Functional coordination C170.522
 Volume coordination C180.2073
Overall relationship properties B50.2132Overall sense of assembly C190.2073
 Overall style C200.0634
Fuzzy integrated evaluation

Determine the set of evaluation factors, the set of weights, the set of rubrics and the set of values for the industrial remote-control design. Evaluation factors: according to the industrial remote control design evaluation index system, the set of evaluation factors obtained has 2 levels.

Level 1 A = (B1, B2, B3, B4, B5).

Level 2 B1 = (C1, C2, C3, C4); B2 = (C5, C6, C7, C8); B3 = (C9, C10, C11, C12); B4 = (C13, C14, C15, C16); B5 = (C17, C18, C19, C20)

Weights set: based on the above weights obtained through the level hierarchical analysis, the set of target allocation weights can be obtained as follows.

W = (W1, W2, W3, W4, W5) = (0.13,0.0471,0.13,0.4797,0.2132) W1 = (0.1819,0.3636,0.0909,0.3636)

W2 = (0.3844,0.3844,0.1432,0.088)

W3 = (0.096,0.2772,0.1609,0.4659)

W4 = (0.2857,0.2857,0.1429,0.2857)

W5 = (0.522,0.2073,0.2073,0.0634)

Sets of comments and values

Sets of comments V = (V1 V2 V3 V4 V5) = (Very good. Good. Normal. Poor. Very poor.)

The set of values corresponds to the set of comments, as follows = (N1, N2, N3, N4, N5) = (5, 4, 3, 2, 1)

Forty designers evaluated the quality of the styling design of the two schemes according to each evaluation indicator in the indicator level, and the affiliation of each indicator was obtained according to the number of completed evaluation levels.

Level 1 fuzzy evaluation: According to the affiliation matrix of each scheme, the fuzzy relationship matrix corresponding to each scheme’s criterion-level indicators can be obtained, which is expressed by Ri. Take Scheme 1 as an example, the fuzzy relationship matrix R1 for the criterion level indicator ‘morphological properties’ is shown below. Similarly, the fuzzy relationship matrix for the remaining criteria level indicators of Scheme 1 and the fuzzy relationship matrix for the criteria level indicators of Scheme 2 can be derived.

0.350.2250.1750.20.05
0.5250.2250.150.10
0.450.40.10.050
0.4750.20.2250.0750.025

After finding out the fuzzy relationship matrix for each criterion level indicator of the two scenarios, the corresponding judgement matrix can be found by using the formula E = WR. Taking the example of the criterion level indicator ‘morphological properties’ for Scenario 1, the corresponding matrix is as follows.

E1=W1×R1=(0.1819,0.3636,0.0909,0.3636)×[0.350.2250.1750.20.050.5250.2250.150.100.450.40.10.0500.4750.20.2250.0750.025]=(0.4682,0.2318,0.1773,0.1046,0.0182) \begin{align*} \text{E1}&=\text{W1}\times{} R1= (0.1819,0.3636,0.0909,0.3636) \times{} \left[\begin{matrix} 0.35 & 0.225 & 0.175 & 0.2 & 0.05 \\ 0.525 & 0.225 & 0.15 & 0.1 & 0 \\ 0.45 & 0.4 & 0.1 & 0.05 & 0 \\ 0.475 & 0.2 & 0.225 & 0.075 & 0.025 \end{matrix}\right] \\ &= (0.4682, 0.2318, 0.1773, 0.1046, 0.0182) \end{align*}

Similarly, the judgement matrix corresponding to the remaining criterion level indicators for Scenario 1 and the judgement matrix corresponding to the criterion-level indicators for Scenario 2 can be derived, as shown below (Table 6).

Level 1 fuzzy evaluation results

OptionIndicatorsVery goodGoodNormalPoorVery poor
B10.46820.23180.17730.10460.0181
 B20.41260.29180.18380.07880.033
Option 1B30.29910.38510.26950.04230.004
 B40.44640.30710.17870.05710.0107
 B50.47110.27890.14690.04840.0547
 B10.29550.19090.31590.14770.05
 B20.29040.31370.25250.09780.0456
Option 2B30.2280.34250.26580.10790.0558
 B40.29640.25360.23220.17140.0464
 B50.25040.23230.28040.16550.0714

Level 2 fuzzy evaluation: It is known that W = (W1 W2 W3 W4 W5) = (0.13, 0.0471, 0.13, 0.4797, 0.2132). In the first level fuzzy evaluation part, the judgement matrix corresponding to the criterion-level indicators of Scheme 1 and Scheme 2 is obtained, then the integrated fuzzy relationship matrix R of Scheme 1 and Scheme 2 can be obtained as follows.

(Option1)=[0.46820.23180.17730.10460.01810.41260.29180.18380.07880.0330.29910.38510.26950.04230.0040.44640.30710.17870.05710.01070.47110.27890.14690.04840.0547] \begin{align*} (Option\, 1) = \left[ \begin{matrix} 0.4682 & 0.2318 & 0.1773 & 0.1046 & 0.0181 \\ 0.4126 & 0.2918 & 0.1838 & 0.0788 & 0.033 \\ 0.2991 & 0.3851 & 0.2695 & 0.0423 & 0.004 \\ 0.4464 & 0.3071 & 0.1787 & 0.0571 & 0.0107 \\ 0.4711 & 0.2789 & 0.1469 & 0.0484 & 0.0547 \end{matrix}\right] \end{align*}

R(Option2)=[0.29550.19090.31590.14770.050.29040.31370.25250.09780.04560.2280.34250.26580.10790.05580.29640.25360.23220.17140.04640.25040.23230.28040.16550.0714] \begin{align*} R(Option\, 2) = \left[ \begin{matrix} 0.2955 & 0.1909 & 0.3159 & 0.1477 & 0.05 \\ 0.2904 & 0.3137 & 0.2525 & 0.0978 & 0.0456 \\ 0.228 & 0.3425 & 0.2658 & 0.1079 & 0.0558 \\ 0.2964 & 0.2536 & 0.2322 & 0.1714 & 0.0464 \\ 0.2504 & 0.2323 & 0.2804 & 0.1655 & 0.0714 \end{matrix}\right] \end{align*}

After finding the comprehensive fuzzy relationship matrix, then find the comprehensive judgement matrix of each scheme. The comprehensive judgement matrix can be obtained by multiplying the weights of the indicators at the criterion level with the comprehensive fuzzy relationship matrix, as follows (Table 7).

E(Option1)=W×R(Option1)=(0.13,0.0471,0.13,0.4797,0.2132)×[0.46820.23180.17730.10460.01810.41260.29180.18380.07880.0330.29910.38510.26950.04230.0040.44640.30710.17870.05710.01070.47110.27890.14690.04840.0547]=(0.4338,0.3007,0.1838,0.0605,0.0212) \begin{align*} \text{E}(\text{Option}\, 1)&=\text{W} \times{} \text{R}(\text{Option}\, 1)=(0.13,0.0471,0.13,0.4797,0.2132)\\ &\times \left[ \begin{matrix} 0.4682 & 0.2318 & 0.1773 & 0.1046 & 0.0181 \\ 0.4126 & 0.2918 & 0.1838 & 0.0788 & 0.033 \\ 0.2991 & 0.3851 & 0.2695 & 0.0423 & 0.004 \\ 0.4464 & 0.3071 & 0.1787 & 0.0571 & 0.0107 \\ 0.4711 & 0.2789 & 0.1469 & 0.0484 & 0.0547 \end{matrix}\right] = (0.4338, 0.3007, 0.1838, 0.0605, 0.0212) \end{align*} E(Option2)=W×R(Option2)=(0.13,0.0471,0.13,0.4797,0.2132)×[0.29550.19090.31590.14770.050.29040.31370.25250.09780.04560.2280.34250.26580.10790.05580.29640.25360.23220.17140.04640.25040.23230.28040.16550.0714] \begin{align*} \text{E}(\text{Option}\, 2)&= \text{W}\times{} \text{R}(\text{Option}\, 2)=(0.13,0.0471,0.13,0.4797,0.2132) \\ &\times \left[ \begin{matrix} 0.2955 & 0.1909 & 0.3159 & 0.1477 & 0.05 \\ 0.2904 & 0.3137 & 0.2525 & 0.0978 & 0.0456 \\ 0.228 & 0.3425 & 0.2658 & 0.1079 & 0.0558 \\ 0.2964 & 0.2536 & 0.2322 & 0.1714 & 0.0464 \\ 0.2504 & 0.2323 & 0.2804 & 0.1655 & 0.0714 \end{matrix}\right] \end{align*}

Combined judgement results

OptionVery goodGoodNormalPoorVery poor
Option 10.43380.30070.18380.06050.0212
Option 20.27730.25530.25870.15530.0534
The overall score P = E × NT     

Option 1 scoring: P1 = 0.4338 × 5 + 0.3007 × 4 + 0.1838 × 3 + 0.0605 × 2 + 0.0212 × 1 = 4.0654

Option 2 scoring: P2 = 0.2773 × 5 + 0.2553 × 4 + 0.2587 × 3 + 0.1553 × 2 + 0.0534 × 1 = 3.5478

As P1 is greater than P2, Option 1 has better styling design quality. The results show that the usability issues uncovered by the virtual reality design system we built are more effective than the user interview method in improving usability at the product styling level, and are important for usability improvement design work focusing on styling design.

Evaluation of cost of use acceptability

The 40 product design practitioners who completed the styling evaluation of the modified design solution continued to participate in this study. Each person was divided into five groups according to their company, with three groups of eight people each, and two groups of 6 and10 people, respectively. The reason for grouping by company is that there is a high degree of variability in business focus, working methods, staff composition and financial status between companies and it is uncertain in the initial validation to what extent this will affect the judgement of cost of use, therefore the feedback from each designer will be grouped and discussed individually.

The cost of using our virtual reality design system was clearly higher than the user interview method. The researcher conducted online focus group sessions with each group of designers to discuss the details of how to use the system, the caveats, and the costs of using the design system in practice over time and how to categories them. There was general agreement on the types of usage costs included in the design, namely: portability of the device, complexity of operation of the device, difficulty of using the software, time consumption, price of use and overall usage costs. Each designer’s willingness to accept each of these costs was evaluated individually using a 5-point Likert scale (1 not at all, 2 rather unacceptable, 3 average, 4 rather acceptable, 5 completely acceptable) and the average level of acceptance of each of the five groups is shown in Figure 3.

Fig. 3

Average acceptance of cost of use

Concluding remarks

In the early stages of designing usability improvements for existing products, direct semi-structured interviews with users to uncover usability issues is a common method with high overall value. Although there is a long history of using immersion techniques in product design, there is no precedence for using immersion techniques to improve on this traditional approach. This study verifies the combined value of this combined approach over the use of user interviews alone in terms of the number and importance of usability questions mined by users, the level of styling of improved design solutions guided by usability questions, and the willingness of designers to use the approach. It provides a useful reference for the promotion of immersive techniques in the field of product design and the search for new focus points.

The virtual reality design system developed in this study provides additional large-scale models making it unsuitable for analysing large devices. The ability to quickly move and scale the model could be added to the system or special gesture commands could be used to lock on to the target object to improve the accuracy of the user’s manipulation. On the other hand, head-mounted virtual reality devices prevent users from observing the reality of their surroundings, so they need to use a safety measure to avoid accidental injuries and increase their sense of security as they walk through the venue.

Fig. 1

Virtual reality design tools. (a) 3D sketching capabilities. (b) Freehand interaction function. (c) Colour picker
Virtual reality design tools. (a) 3D sketching capabilities. (b) Freehand interaction function. (c) Colour picker

Fig. 2

Industrial remote control design evaluation system diagram
Industrial remote control design evaluation system diagram

Fig. 3

Average acceptance of cost of use
Average acceptance of cost of use

0.35 0.225 0.175 0.2 0.05
0.525 0.225 0.15 0.1 0
0.45 0.4 0.1 0.05 0
0.475 0.2 0.225 0.075 0.025

Judgement matrix of criteria level indicators relative to target level

A B1 B2 B3 B4 B5
B1 1 3 1 1/5 1/2
B2 1/3 1 1/3 1/7 1/4
B3 1 3 1 1/5 1/2
B4 5 7 5 1 3
B5 2 4 2 1/3 1

Combined judgement results

Option Very good Good Normal Poor Very poor
Option 1 0.4338 0.3007 0.1838 0.0605 0.0212
Option 2 0.2773 0.2553 0.2587 0.1553 0.0534
The overall score P = E × NT          

Judgement matrix templates

Scale Definition
1 Compare the two indicators, equal importance
3 Compare the two indicators, the former is slightly more important than the latter
5 Compare the two indicators, the former is more important than the latter
7 Compare the two indicators, the former is more strongly important than the latter
9 Compare the two indicators, the former is extremely more important than the latter
2, 4, 6, 8 Intermediate value of the above adjacent judgement
The reciprocal of the above values If the ratio of the importance of indicators i and j is a, then the ratio of the importance of indicator j to indicator i is 1/a

Weighting of indicators at each level

Guideline level Weight Indicator level Relative weights
Morphological properties B1 0.13 Structural stability C1 0.1819
  Proportional relationship C2 0.3636
  Confirmation style C3 0.0909
  Morphological normality C4 0.3636
  Colour coordination C5 0.3844
  Colour comfort C6 0.3844
Colour properties B2 0.0471 Colour matching C7 0.1432
  Colour stability C8 0.088
  Material matching C9 0.096
  Process complexity C10 0.2772
Material properties B3 0.13 Material quality C11 0.1609
  Material cost C12 0.4659
  Assembly rationality C13 0.2857
  Operational convenience C14 0.2857
Human-machine properties B4 0.4797 Operational standardisation C15 0.1429
  Human-machine interaction C16 0.2857
  Functional coordination C17 0.522
  Volume coordination C18 0.2073
Overall relationship properties B5 0.2132 Overall sense of assembly C19 0.2073
  Overall style C20 0.0634

Level hierarchical weights and consistency tests

Guideline level B1 B2 B3 B4 B5
Weight 0.13 0.0471 0.13 0.4797 0.2132

Level 1 fuzzy evaluation results

Option Indicators Very good Good Normal Poor Very poor
B1 0.4682 0.2318 0.1773 0.1046 0.0181
  B2 0.4126 0.2918 0.1838 0.0788 0.033
Option 1 B3 0.2991 0.3851 0.2695 0.0423 0.004
  B4 0.4464 0.3071 0.1787 0.0571 0.0107
  B5 0.4711 0.2789 0.1469 0.0484 0.0547
  B1 0.2955 0.1909 0.3159 0.1477 0.05
  B2 0.2904 0.3137 0.2525 0.0978 0.0456
Option 2 B3 0.228 0.3425 0.2658 0.1079 0.0558
  B4 0.2964 0.2536 0.2322 0.1714 0.0464
  B5 0.2504 0.2323 0.2804 0.1655 0.0714

RI criteria values for judgement matrices of different orders

Steps 1 2 3 4 5 6 7 8 9
RI 0 0 0.52 0.89 1.12 1.26 1.36 1.41 1.46

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