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Pointing Test for 3D Environments

THE CHALLENGE

  • Designing a 3d pointing test from scratch and evaluating which points in a 3d space are more convenient for the user to reach

THE OUTCOME

  • Oculus app based test that randomizes the points user has to reach and logs it automatically in a excel file

MY ROLE

  • Designing pointing test

  • Writing code to randomize and log stuff

DESIGNING THE POINTING TEST

Goal

Measuring the time taken to go from eye level to a specific point in 3D space so that with the data collected we could finally gaze the canvas range where we could place the UI elements and have an idea of relative accessibility among them

For both controller and hand based pointing​

Where to place the buttons?

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Protocol

  • Buttons in 3 levels - eye, 15 degrees above and below. And in each horizontal row buttons at -30,-15,0,+15,+30 degrees

  • Randomized order of appearance for 3 times. After every click users were asked to click the center, so we have data for every point 6 times (3 times from origin to destination and 3 times in the opposite way)

Design Considerations

  • All buttons are visible at one

  • Every button is equidistant from user

TECHNICAL IMPLEMENTATION

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Group 8 (3).png

USER TESTING

  • 5 Users, most of them were experiencing oculus for first time

  • Testing it while sitting stationary on a chair.

  • Test followed by a qualitative interview about their experience

Group 9 (6).png

RESULTS

Prominent Qualitative Observations

  1. Turning the head is natural even if all buttons could be seen in a single view

  2. When we asked users to try to click a button with hand, the first reaction was trying to touch it and second was pointing index finger

  3. Preferred using oculus controller over hand especially as rays originate from wrist

  4. Fascinated by hand tracking but felt its too wiggly and tough to control

  5. Tough to lift head up

Quantitative Analysis

Group 10 (6).png
  1. Time to reach bottom row is less than the ones above eye level might be due to HUD weight

  2. To and fro time from the center behavior has an interesting behavior - easily come back if the points are far way from center but same or worse for points near the center node

  3. Users on average became better with every attempt

  4. Comfortable with slight wrist rotation to left relative to right

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Made with ♥ & Wix | Pradeep Kumar Vegireddi | Last Update : August 2022

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