“Browser bunnies – and the only question that remains is, ‘why’?”
About this week
This week’s been about finishing some conference paper submissions and getting close to the end of transcribing interviews from my recent data collection.
If time for it, I recommend transcribing interviews yourself. This is the second study where I’m doing it myself, and it really immerses you into the accounts – if you keep an open mind and focus, which is naturally a difficult endeavour. Writing stuff up on a journal helps to not to get discouraged when you are not finding what your consciousness hoped you would, but also when you do “meet” your preconceptions in the data. For this, I applaud the existence of phenomenological epoche/bracketing. Its constant presence in the same room with you keeps you from jumping in to quick conclusions.
Research
My paper with a title, “You Are Your Avatar Is You: Phenomenological Literature Review of Virtual Embodiment in Virtual Environments” was accepted to the annual Curtin Business School Higher Degree by Research Colloquium. Find the current version of the working paper at ResearchGate. In the near future, I hope to expand it a bit to a journal article. I am mildly satisfied with it, but I feel there’s yet more to grasp in this construct.
Find also a recently published journal article, “Big Data Visualisation in Immersive Virtual Reality Environments: Embodied Phenomenological Perspectives to Interaction“, also on ResearchGate. This is an initial work in this area, and I feel the idea of different modes of interaction in VR visualisation environments should be studied further. Otherwise, why bother with interactive 3D VR for big data visualisation if the process of looking at/interacting with data is similar to 2D media? The in-depth question to be asked: instead of just superficially cool, what are the useful affordances, or are there any?
From the web
This reminds me from my undergrad time as a beginning interaction designer. When all else fails, return to Nielsen:
Thinking Aloud: The #1 Usability Tool (Nielsen) http://t.co/5uOTy1fs5p Getting back to basics in #UX. Anyone used this to study #Minecraft?
— Marko Teräs (@markoteras) August 5, 2015
There’s so many new head mounted display tech and news coming out lately that it’s good to have someone to aggregate that a bit. Here’s one for that:
All the #VR HMD specs. All in one helpful place. http://t.co/xFXOGYoGuKpic.twitter.com/R900p3LBM5
— UploadVR (@UploadVR) August 4, 2015
I’m starting to get ideas for further studies and connecting the following ideas with some Minecraft:
#Eyetracking#videogames#UX#usability Eye tracking study Usability Video Games Valsplat Guerilla Games http://t.co/smrq9mJnRT
— Marko Teräs (@markoteras) August 4, 2015
As it says: first I was excited, but then I saw it was directed to US citizens. Oh, too bad. I hope cool stuff will come out of this, as at least the marketing presentations are done well for the Hololens:
#Eyetracking #videogames #UX #usability Eye tracking study Usability Video Games Valsplat Guerilla Games http://t.co/smrq9mJnRT
— Marko Teräs (@markoteras) August 4, 2015
Interesting (academic) reading this week
Bernhaupt, Regina, ed. 2015. Game User Experience Evaluation. Cham: Springer International Publishing.
Gallagher, Shaun. 2015. “How Embodied Cognition Is Being Disembodied.” The Philosophers’ Magazine, no. 68: 96–102. doi:10.5840/tpm20156819
Goodman, Elizabeth, Mike Kuniavsky, and Andrea Moed. 2012. Observing the User Experience: A Practitioner’s Guide to User Research, 2nd ed. Waltham, MA: Morgan Kaufmann.
Mestre, Daniel R. 2015. “On the Usefulness of the Concept of Presence in Virtual Reality Applications” 9392: 93920J. doi:10.1117/12.2075798