A framework for rapid evaluation of prototypes with augmented reality
VRST '00 Proceedings of the ACM symposium on Virtual reality software and technology
An open software architecture for virtual reality interaction
VRST '01 Proceedings of the ACM symposium on Virtual reality software and technology
Informing the design of a virtual environment to support learning in children
International Journal of Human-Computer Studies
Pivots and structured play: stimulating creative user input in concept development
Proceedings of the second Nordic conference on Human-computer interaction
User-Centered Design and Evaluation of Virtual Environments
IEEE Computer Graphics and Applications
A survey of usability evaluation in virtual environments: classification and comparison of methods
Presence: Teleoperators and Virtual Environments - Virtual environments: Virtual environments and mobile robots: Control, simulation, and robot pilot training
Virtual Prototypes in Usability Testing
HICSS '01 Proceedings of the 34th Annual Hawaii International Conference on System Sciences ( HICSS-34)-Volume 5 - Volume 5
DART: a toolkit for rapid design exploration of augmented reality experiences
Proceedings of the 17th annual ACM symposium on User interface software and technology
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
Which prototype to augment? a retrospective case study on industrial and user interface design
ICVR'07 Proceedings of the 2nd international conference on Virtual reality
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This paper addresses the use of VR to facilitate design tasks in the early stages of a product design process. A preliminary exploratory study, involving over thirty interviews amongst four industrial partners, revealed only few occurrences of VR being used in the early stages of design. While the potential benefits of the applications are generally acknowledged, product designers lack the appropriate design tools that allow them to quickly and easily create the application. The research presented in this paper applies user-centred design principles to identify requirements for useful, usable and accessible VR design tools. The primary challenge in gathering such requirements is the lack of experience product designers generally have with VR technologies; product designers can not provide reliable requirements for tools they have never seen or used. We present a sequence of three concrete steps that provide product designers with sufficient information to express tool requirements, without developing extensive prototypes. The three methods have been developed and applied in an industrial case study, as part of a larger research project. The paper outlines this research context, the three methods and the lessons learned from the case study.