
Driving Simulator for Research
Developing a realistic and immersive VR environment for experiments on language processing, incidental learning, emotions, and executive functions. I provided a modular and reusable environment with photo-realistic assets and intuitive controls.
Background and Goals
In collaboration with Jose Francisco Rocabado, a researcher with expertise in experimental design and psycho-physiological data collection techniques, I worked on creating an open-source version of the driving simulator. The lab's objective was to develop a basic, modular, VR environment that could be easily customized and extended for various experiments. Our goal was to create a realistic and immersive experience for participants, with a focus on language processing, incidental learning, emotions, and executive functions.
UX Research Process
​To inform the design of the driving simulator, I conducted user research and usability testing. I worked closely with the lab's researchers to understand their needs and requirements for the simulator. Additionally, I conducted usability testing with potential users to ensure that the simulator was user-friendly and effective. This iterative approach allowed us to refine the design and ensure that it met the needs of its intended users.
Design Decisions
Based on our research and analysis, we selected Vizard as the game engine for the driving simulator, as it is specifically designed for academic research and suited the needs of the team. We also chose Blender for asset and VR environment design, as it is powerful and flexible enough to create photo-realistic assets needed for the project.
Our design approach focused on creating a modular and reusable environment that would provide a realistic and immersive experience for the user. The driving simulator required photo-realistic background settings, speed controls, a series of road maps that are easy to navigate, and separate controls for experimental tasks.
Technical Skills
I created the 3D environment in Blender using HDRIs, custom road maps, scripted driving paths, and assets I made from scratch to fill out the scene, including grass, rocks, road signs, and buildings. Once the 3D environment was complete, I integrated it with Vizard, which allowed the experimental scripts to run inside the VR environment.
Lessons Learned
Through this project, I gained valuable insights into the importance of careful planning and execution in UX research. I learned that even small details, such as the design of the environment, can have a significant impact on the user experience. I also learned the value of collaboration and seeking input from experts in other fields.
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Some key UX takeaways from this project include:
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The importance of creating a realistic and immersive experience for the user, particularly in a VR environment.
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The need to consider the user's perspective and needs when designing an experimental setting.
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The value of usability testing and user research in informing the design of a product or system.
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The importance of modularity and reusability in design, particularly in a research setting where experiments may need to be repeated or modified.
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The need to balance technical requirements with user needs and expectations.
User Testing and Feedback
Throughout the development process, I conducted informal user testing sessions with a diverse group of individuals, including colleagues, peers, and students from the campus community. These sessions provided valuable insights into the usability and effectiveness of the driving simulator, and helped me identify areas for improvement.
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During these sessions, I asked participants to interact with the simulator and provide feedback on their experience. I posed a series of open-ended questions to gather their thoughts and opinions, including:
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What do you think is the primary purpose of this driving simulator?
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How easy or difficult is it for you to navigate the environment?
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Can you identify any features or elements that you find confusing or unclear?
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How does the simulator make you feel? (e.g. immersed, frustrated, bored)
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Can you suggest any ways that the simulator could be improved or expanded?
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I also asked more specific questions related to the simulator's functionality, such as:
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How easy is it for you to control the car?
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Can you easily see and read the road signs and other visual elements?
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How does the simulator's speed and responsiveness feel to you?
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The feedback I received from these sessions was invaluable in helping me refine the simulator and ensure that it met the needs of its intended users. I used this feedback to make targeted improvements to the simulator, including adjustments to the controls, visual elements, and overall user experience.
By incorporating user feedback into the design process, I was able to create a driving simulator that is not only functional and effective but also user-friendly and engaging. This iterative approach to design allowed me to refine the simulator and ensure that it meets the needs of its intended users.