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Is virtual reality so user-friendly for non-designers in early design activities? Comparing skills needed to traditional sketching versus virtual reality sketching

Published online by Cambridge University Press:  25 September 2023

Noémie Chaniaud*
Affiliation:
Arts et Métiers Institute of Technology, LAMPA, HESAM University, 53810 Changé, France Bordeaux Polytechnic Institute, 33400 Talence, France IMS, CNRS UMR5218 – Laboratoire de l’Intégration du Matériau au Système, Talence, France
Sylvain Fleury
Affiliation:
Arts et Métiers Institute of Technology, LAMPA, HESAM University, 53810 Changé, France
Benjamin Poussard
Affiliation:
Arts et Métiers Institute of Technology, LAMPA, HESAM University, 53810 Changé, France
Olivier Christmann
Affiliation:
Arts et Métiers Institute of Technology, LAMPA, HESAM University, 53810 Changé, France
Thibaut Guitter
Affiliation:
Arts et Métiers Institute of Technology, LAMPA, HESAM University, 53810 Changé, France
Simon Richir
Affiliation:
Arts et Métiers Institute of Technology, LAMPA, HESAM University, 53810 Changé, France
*
Corresponding author N. Chaniaud noemie.chaniaud@ensc.fr
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Abstract

Virtual reality (VR) sketching has many advantages for product design and tends to be more and more used among designers and non-designers (end-users). Nevertheless, few studies have focused on the skills needed to use VR sketching for non-designers especially VR novices in VR software. This study focuses on identifying the cognitive impact of VR sketching compared to traditional sketching on VR expert and VR novice in an experimental setting. Thirty-one participants composed of VR experts (N = 15) and VR novices (N = 16) completed a mental rotation test and then performed one traditional paper and pencil sketching task and two VR sketching tasks. We also measured the participants’ movements when using the VR sketching. Results show that VR experts perform better than VR novices in VR sketching because training is an essential element for the quality of traditional and VR sketching. Nevertheless, VR novices with previous training in traditional drawing and/or high mental rotation skills will be able to produce good-quality sketches. In addition, the results show that users moving more in the immersive environment performed better quality sketches if the drawing requires more complex shapes. Our results suggest that VR sketching can be complex to use for a part of the population that may be end-users, especially for those with little experience in traditional and VR sketching and with poor visuospatial abilities. We, therefore, advise to check the non-designers’ prior skills, otherwise, it will be necessary to train these users in VR sketching.

Information

Type
Research Article
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/4.0), which permits unrestricted re-use, distribution and reproduction, provided the original article is properly cited.
Copyright
© The Author(s), 2023. Published by Cambridge University Press
Figure 0

Figure 1. Presentation of the three drawing copy tasks. In task 1, the writing desk is copied with a pencil/paper. The basic task 2 (the shelf) and the complex task 3 (the buffet) are copied using Time2sketch software in a VR environment.

Figure 1

Figure 2. Example of sketches performed by two participants (24 and 25) according to the three tasks: task 1 (traditional sketching), tasks 2 and 3 (VR sketching).

Figure 2

Table 1. Descriptive analyses of user characteristics, sociodemographic, drawing skills, VR skills, mental rotation skills and SUS score according to the quality of the sketches

Figure 3

Figure 3. Schematic representation summary of the results (task 3) *p ≤ .05; **p ≤ 0.01.

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