VR Simulation of Visual Impairments

Category: VR App Time: 4 Months 2019

Over the course of life, age-related and pathological changes to vision can occur, potentially leading to visual impairments. As a result, product ergonomists should be aware of these changes in order to support the design and adaptation of living environments and products, providing targeted support to individuals with visual impairments.

Results

Results

Recommendations for further improving the VR experience in order to sensitize ergonomics and UX professionals, gathering baseline data for upcoming studies.

Problem Statement & Goals

Problem Statement & Goals

The aim of this research work was the development of a virtual reality simulation of an everyday living scenario as well as its test and evaluation with regard to sensitization of users.

Use cases for this application are: lighting design in homes for people with visual impairments, signs for escape routes in public buildings, amongst others.

Users

Users

UX and Ergonomics professionals

Role in Project

Research in a team of five M.Sc. Human Factors students in the project course “product ergonomics”. The tasks were devided between the team members. During the project I focussed on research, planning and conducting the interviews.

Design Process

Design Process

Literature Research
In order to plan the study, a literature research on the topics of visual impairment and implementation of symptoms in a VR environment was carried out.

Literature Research
In order to plan the study, a literature research on the topics of visual impairment and implementation of symptoms in a VR environment was carried out.

Literature Research
In order to plan the study, a literature research on the topics of visual impairment and implementation of symptoms in a VR environment was carried out.

VR Concept
Based on the research and the project statement, a concept for tasks in the VR environment for the participants was created. Additionally, hypotheses for the study were formulated. The visual impairment simulations for the mentioned tasks were implemented by the software team in the Unity 3D game engine.

Interviews
During the study, the participants completed the defined tasks in the VR environment.

Tasks included:

  • Navigating through the environment

  • Finding objects

  • Reading information

Additionally data was collected with a survey on the sensitization of the participants (students, ergonomics and UX experts) before and after the VR experience. The results were analysed and the results were presented to and discussed with the research team.


Interviews
During the study, the participants completed the defined tasks in the VR environment.

Tasks included:

  • Navigating through the environment

  • Finding objects

  • Reading information

Additionally data was collected with a survey on the sensitization of the participants (students, ergonomics and UX experts) before and after the VR experience. The results were analysed and the results were presented to and discussed with the research team.


Interviews
During the study, the participants completed the defined tasks in the VR environment.

Tasks included:

  • Navigating through the environment

  • Finding objects

  • Reading information

Additionally data was collected with a survey on the sensitization of the participants (students, ergonomics and UX experts) before and after the VR experience. The results were analysed and the results were presented to and discussed with the research team.


Conclusion

Con

clusion

In this research project, baseline data for the sensitization of UX and ergonomics experts for visual impairment was gained. Additional tasks will be added for the user to complete and they will have to spend a longer time in the VR experience. Further evaluations for developing the VR environment are carried out by the research team Ergonomics and Innovation Management.

Location

Copenhagen, Denmark

Munich, Germany