A Participatory Design Study of User Requirements for a Shared Virtual
Meeting Space
James Anderson, Nahella Ashraf, Craig Douther, Mervyn Jack
Centre for Communication Interface Research, University of Edinburgh,
80 South Bridge, Edinburgh, EH1 1HN, United Kingdom
Presenting Author
Dr James Anderson
phone: 0131 650 8230
fax: 0131 650 2784
email: jad@ccir.ed.ac.uk
Main Contributions
A participatory design study of user requirements for a shared virtual
meeting space showed the importance of the following factors in aiding
effective communication and developing a heightened sense of presence and
copresence:
-
Environment: once participants had mastered the interface controls,
solutions to environment issues were preferred which did not forfeit the
sense of realism or the geometry of the space.
-
Talker identification and turn-taking: participants wanted to identify
their own protocols for meeting control (e.g. turn-taking) rather than
having such protocols imposed.
-
Avatar personalisation: increasing the number of personalisation
options for avatars served to heighten the association of an avatar with
its user. Participants indicated that while desiring a high degree of realism
for some aspects of avatar representation, they required a degree of generalisation
in others.
-
Avatar gesture control: One-click, visual buttons for gesture control
were preferred over pull-down menus. Literal descriptions for gesture labels
(e.g. ‘nod’) were favoured over interpreted descriptions (e.g. ‘agree’).
-
Symbolic acting: The use of avatar animations to indicate user actions
outside the shared space proved to be effective for assisting group dynamics.
Abstract
This paper summarises the results of a study of user habituation, usage
and involvement with a shared virtual 3D environment acting as a meeting
space. Employing a participatory design process, the study investigated
the effectiveness of a range of design features aimed at enhancing communication,
discussion and social interaction among a group of four users of the shared
space for six sessions during which participants carried out specified
communication tasks. The role of a wide range of design features that contribute
to the perception of presence and copresence were investigated. These included
the environment, methods for talker identification and turn-taking, avatar
personalisation options, gesture control and symbolic acting.
1 Introduction
Presence and copresence in shared virtual meeting spaces (SVMS’s) are complex
social and psychological constructs which are heavily influenced by a variety
of interface characteristics such as the environment, controls for navigation
and avatar gestures, avatar personalisation options and life signs (Hendrix
and Barfield, 1996a & 1996b; Lombard and Ditton, 1997; Steuer, 1995;
Tromp, 1995). These factors are not independent; they interact in complex
and subtle ways through the demands they place on users’ attention, cognitive
resources and screen space. Fundamentally, SVMS’s are used to express message
content, users’ personalities and appearance through the facilities available
in such a way as to maintain engagement and ‘suspension of disbelief’.
A key issue for the development of design principles for shared spaces
which encourage heightened sense of presence is therefore the need to deepen
understanding of users’ perceptions of their own requirements in relation
to other users and task outcomes.
The study reported in this paper addressed this key issue through an
investigation of the contribution to the sense of presence and copresence
of a range of design factors as measured by the participants’ own perception
of their success in achieving defined tasks within an SVMS. A participatory
design methodology was adopted (Reich, Suresh and Levy, 1995) which involved
four users engaged in a series of communication tasks over six sessions.
This procedure allowed users to contribute directly to the definition of
the shared space features for the support of effective and efficient communication.
Between sessions, modifications to the SVMS and the avatars were made with
their effectiveness being assessed using post-session group discussions.
The following design factors were examined during the study: the virtual
environment, methods for talker identification and turn-taking, the effects
of avatar personalisation options, gesture control and symbolic acting.
Modifications to the shared space and its avatars were implemented and
assessed on the basis of feedback from the users and from observations
made during the study sessions.
2 Study Methodology
A longitudinal study was carried out which involved participants using
a customised shared space environment for six sessions over a seven-week
period. Each session consisted of approximately 40 minutes collaborative
use of the shared space followed by a 30-minute group discussion to elicit
participants’ views on current features together with suggestions for improvements
to the environment and the avatars. Four post-graduate students from non-computing
disciplines took part in the study — two male, two female, all
between twenty and thirty years of age. They all had basic computing skills
although none had experience with shared spaces, conferencing systems or
avatars. All were native speakers of English. Participants were fully aware
that they were being observed and that their conversations were being recorded.
Five offices, each containing a PC client connected to a central server,
were allocated for the study, one for each participant and one for a researcher
who accessed the shared space during the sessions as an invisible (and
silent) user in order to monitor interactions and usage. The only means
of communication between participants was via the shared space software.
At the start of each session, the current features of the meeting space
were explained to the participants as a group. They were then asked to
read editorials from a selection of that morning’s newspapers, to discuss
the editorials within the meeting space, and to reach a consensus on the
most interesting or important story to be carried forward for inclusion
in ‘a Sunday newspaper’. This task was repeated (with different editorial
materials) for five of the six sessions. For the sixth session the task
was enriched to explore issues raised by the private messaging facilities
that had been requested. This modified task involved participants working
in pairs to present and discuss their point of view, based on one topical
issue.
An observation log was kept during each session which included the types
and variety of interactions that occurred, and the content of any discussions
relating to the technology being used. This information was then used to
structure the group discussion which immediately followed use of the meeting
space, during which participants were reminded that, where possible, their
feedback would be used to modify the virtual environment for the following
session.
3 System Architecture
The custom-built SVMS employed an open-source audio conferencing tool (Robust-Audio
Tool v3.0) in combination with a multi-user VR client-server package.
The latter was implemented using DeepMatrix, an open-source Java-based
application which operates in conjunction with a standard VRML plug-in.
RAT ran invisibly in the background during the study sessions so
that the participants were only aware of the shared space interface. The
availability of public domain and open-source software for these resources
allowed rapid modification of features and facilities in the shared space
in response to feedback from participants. All visual events within the
virtual environment were logged by the software for later analysis.
4 Evolution of the Meeting Space Design
The key design features provided for users in each of the six sessions
are summarised in Table 1. The characteristics of the SVMS for the first
session were based on user preferences obtained during a set of informal
interviews with volunteers who did not take part in the final study.
|
Session
|
Meeting Space Features
|
|
1
|
Eight differently coloured chairs around a circular table
were offered in the conference room for the four users. The interface included
a head-up display with buttons to control close-up and wide-angle views.
A small self-image of the user’s avatar was also included. A moveable microphone
object was available on the table, to be used as an aid to turn-taking.
A pull-down menu for three gestures (‘agree’, ‘disagree’, ‘greeting’) was
available, as was direct avatar ‘transport’ to a chair by mouse-click on
the chair. The audio connection was continuously active whether or not
participants were logged-in to the shared space. Navigation was controlled
via both mouse and keyboard. Simple avatar life signs (blinking and breathing)
were implemented as well as lip movements activated by the user’s speech.
Personalisation options were limited to gender, clothing style (formal/informal)
and colour. |
|
2
|
The microphone object was removed, along with four of
the chairs. All avatar life signs were disabled but the mouth movements
to indicate the talker were made more prominent by totally closing the
mouth on each cycle. |
|
3
|
Avatar life signs were re-enabled for this session but
with the breathing motion reduced from 5% chest expansion to 1%. Automated
arm and hand gesticulations were added to complement the role of the mouth
movements for talker identification, and an alternative means of gesture
invocation was added via a pop-up menu enabled by clicking on the avatar
self-view. Enhanced avatar personalisation (carried out prior to logging
in) was added to allow selection of hair colour and clothing colours, as
well as to allow preview of the avatar prior to entering the shared space. |
|
4
|
The four extra chairs were re-introduced. The avatar
breathing motion was increased to a chest expansion of 2%, and avatar personalisation
options to allow choice of build, height, hair style and facial hair were
introduced. The available gestures were re-labelled (‘yes’, ‘no’, ‘greeting’)
and the pull-down menu was replaced by a row of three labelled buttons. |
|
5
|
Avatar personalisation was extended to include choice
of skin tone. An automatic head-turning facility was introduced to make
a user’s avatar turn to face whichever avatars were talking. This could
be activated and de-activated at any time during the session. An additional
hand gesture (labelled ‘hand up’) was added as an aid to turn-taking. The
waving arm gesture was relabelled ‘bye’ and an open-armed gesture was introduced.
A private text-based messaging facility was introduced together with associated
symbolic actions to represent the writing, reading, saving or discarding
of messages. |
|
6
|
A second room was added to act as a pre-meeting ante-room.
The gesture buttons were re-labelled with more generic names (‘nod’, ‘shake’,
‘hand up’, ‘bye’, ‘shrug’). The audio connection (input and output) at
each client was modified to be enabled only when the user was logged on. |
Table 1: Evolution of the Meeting Space Design
By the end of Session 6 the participants felt that they had arrived
at a working set of features which supported their communication needs
within this particular virtual shared space. The study was therefore concluded
at that point. Figure 1 illustrates the design of the shared meeting space
as it was at the end of the study.
Figure 1: Final Design of the Shared Virtual Meeting Space
5 Discussion
5.1 The Virtual Environment
In the first session, a problem arose because participants chose seats
from which they could not see (simultaneously) all of the other participants.
This led to confusion as participants rapidly changed seats in order to
see the current speaker. After considering various solutions, the participants
asked to have only four equally-spaced chairs. Once participants had mastered
the zoom and head-turning controls, problems of the seating arrangements
for the meetings were resolved without forfeiting the sense of realism
— which all participants demanded — or the geometry
of the space. Over time, all the participants exhibited a high degree of
immersion within the environment.
An ante-room was added as a ‘pre-meeting gathering point’ because the
participants did not like the idea of ‘beaming’ directly into the meeting
room. The fact that one participant retired to the ante-room during what
she described as "an intense meeting" highlights the high degree of identification
with the space that the participants had developed.
5.2 Talker Identification and Turn-Taking
The microphone device used in the first session was rejected as an aid
to turn-taking: it was considered to be confusing and distracting. Instead,
the participants elected to develop their own protocols for turn-taking,
such as (1) a hand-raising gesture and (2) turning to face away from speakers
to indicate boredom or disagreement.
The avatar mouth animation, activated when the users were talking, was
found to be helpful for identifying those talking but hard to discern from
a distance. Therefore, the avatars were enhanced to exhibit hand and arm
gesticulations during prolonged periods of speaking; this was considered
to be an effective solution and served to further increase avatar-user
association. Participants also found that an automatic head-turning facility
helped talker-identification.
5.3 Avatar Personalisation
Comments regarding the customisation of the avatars centred around the
idea of ‘selective realism’. On the one hand, the participants wanted to
personalise their avatars to a certain degree of accuracy in order
to aid self-identity and identification by others. On the other hand, the
participants also require a degree of generalisation so that the
role of the avatar as a ‘mask’ could be maintained. This was achieved by
means of approximate and relative category descriptors (e.g. ‘medium’,
‘taller’ or ‘shorter’ height). For similar reasons, texture-mapped photo-realistic
faces were rejected.
As noted in the previous section, enhanced personalisation options were
added in response to participants’ requests. The degree to which personalisation
increased avatar-user association was indicated by one particular incident.
In early sessions, participants frequently logged out during sessions to
change their avatar sessions. In a later session, however, one participant
was reprimanded by the others for doing so; he was told, "It’s just rude,
because we know who you are now."
5.4 Avatar Gesture Control
Ease of activation was deemed to be paramount, hence the initial pull-down
menus were replaced by push-buttons with associated ‘hot keys’. A small
set of general and relatively ambiguous gestures was favoured over a larger
selection of specialised ones. Participants preferred literal descriptions
of the gestures (e.g. ‘nod’) to which they could apply their own interpretations,
rather than semantic descriptions (e.g. ‘agree’). A hand-raising gesture
was also requested as an aid to turn-taking.
5.5 Symbolic Acting
A facility to send private text messages to one or more users was added
in Session 5 in response to participants’ requests. The participants added
that they wished to know when and by whom the feature was
being used, and this was achieved via symbolic acting, i.e. avatar animations
suggestive of writing, reading, saving and discarding messages, initiated
automatically by the corresponding user action. The participants unanimously
expressed their appreciation of the symbolic acting, and its effectiveness
was evidenced when its absence resulted in confusion and frustration for
the users.
6 Conclusions
The participatory design methodology used in this study enabled the factors
that influence presence and copresence to be identified and isolated based
on the participants’ own experiences. The results were then used to determine
the on-going design of the interface. The study lasted for six sessions
over seven weeks, at the end of which time the four participants felt they
had an effective working environment, mastery of the controls needed for
navigation and communication (which they had themselves suggested) and
an appropriate range of avatar customisation facilities. This combination
of facilities enabled the crucial sense of realism — which is
such an important element of presence — to be maintained by the
four participants during the final sessions.
7 References
Hendrix, C. and Barfield, W. (1996a). "Presence within virtual environments
as a function of visual display parameters". Presence 5(3): 274-289.
Hendrix, C. and Barfield, W. (1996b). "The sense of presence
within auditory virtual environments". Presence 5(3): 290-301.
Lombard, M. and Ditton, T. (1997). "At the Heart of it All:
The Concept of Presence". Journal of Computer Mediated Communication
3(2). [http://www.ascusc.org/jcmc/vol3/issue2/lombard.html]
Reich, Y., Suresh, L. and Levy, S. N. (1995). "Varieties and
Issues of Participation and Design", Design Studies, 17(2): 165-180.
Steuer, J. (1995). "Defining virtual reality: Dimensions determining
telepresence". In Frank Biocca & Mark R. Levy (eds.), Communication
in the age of virtual reality (pp. 191-218). Hillsdale, (NJ: Lawrence
Erlbaum Associates).
Tromp, J. (1995). "Presence, telepresence and immersion: the
cognitive factors of embodiment and interaction in virtual environments".
Proceedings
of FIVE ’95: Framework for Immersive Virtual Environments, London 1995.
London: University of London, pp. 39-51.