This study presents two experiments addressing the representation of scientific data, in particular airflows, with a user-centered design approach. Our objective is to provide users feedback to data visualization designers to help them choose an air flow representation that is understandable and attractive for non-experts. The first study focuses on static markers allowing to visualize an airflow, with information characterizing the direction and the intensity. In a second study, carried out in an immersive virtual environment, two information were added, the temporal evolution and the concentration of pollutants in the air. To measure comprehension and attractiveness, participants were asked to answer items on Likert scales (experiment 1) and to answer User Experience Questionnaire (experiment 2). The results revealed that arrows seem to be a very common and understandable form to represent orientation and direction of flow, but that they should be improved to be more attractive by making them brighter and more transparent, as the representation could occlude the scene, especially in virtual reality. To solve this problem, we suggest giving the users the ability to define the specific area where they want to see the air flow, using a cross-sectional view. Vector fields and streamlines could therefore be applied in a virtual reality context.
Technological development offers new opportunities that could change design processes. The present study explores the possibilities of technologies like virtual reality and 3D scan in the furniture design process. For this purpose, a cocreation process with help of new technologies was carried out from initial ideation to 3D modelling. Each tool has been characterized in terms of user experience measured by questionnaire. This research validates a design process of furniture based on immersive technology and provide some recommendations for the implementation and improvement of this process.
Research showed that immersive technologies can significantly improve the design process. However, it is important to consider the ease of implementation of solutions (e.g. price, simplicity). Therefore, the objective of this study was to analyze the uses of two types of virtual environments that are relatively simple to implement: a basic model of a room and its 3D scan. Participants made sketches using a virtual reality application, provided by the instructors, in each of the two different VR environments. The sketches are proposals to a furniture co-creation task. Results indicate a better co-creation process during the second session than during the first, which reveals that training is an important criterion in this case. Furthermore, co-creation is felt to be better in the case of the modeled place compared to the 3D scan. This result could be due to the presence of useless virtual objects that can cause a distraction to the participants. These results are discussed from an applicative standpoint.
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