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Walmart Product Interactions

Validated, consistent interaction paradigms for VR commerce

Role - VR Product Designer | UX

Created for Insperience, to provide the studio development teams with validated, consistent interaction paradigms, specific to VR commerce.

Because VR is emerging it lacks standards and recognizable components making learnability more challenging for users.  When innovating in this space the only way to progress is to create and validate. 

This was done through a hypothesis-driven development (HDD) and human-centered design (HCD) approach with rapid prototyping and evaluation.  Collectively, we test our hypotheses, share the successes and improve from the findings.

The approach was to leverage the best of e-commerce while utilizing the unique spatial affordances of VR. Displaying the most important product information quickly, evaluating color and materials, and conveying product dimensions unique to VR, to support purchase decisions.

Below is a series of features that I helped to concept, prototype, and test. 

Team 

UX Designer (2)

Chief Product Officer

Product Owner (1)

Software Engineer (2)

Capturing Data

Ease of use

  • System Usability Scale 

  • Single Ease Question

  • After Scenario Questionnaire

User Confort

  • Simulator Sickness Questionnaire

    • Analyzed as a function of three sub-scales; nausea, oculomotor & disorientation. ​

Sense of Presense 

  • Slater, Usoh & Steed Presence Questionnaire

  • Witmer & Singer Presence Questionnaire

VR Metrics

The challenge 

 

VR has historically not been developed with the explicit goal of merchandising physical products. A metrics framework for this type of product innovation is completely lacking. Benchmark data is non-existent. 

After reviewing various models and frameworks of technology adoption along with factors that might contribute to a successful VR product, 3 key metrics emerged.

Key Metrics

VR is unique. Hardware and simulated environments create issues exclusive to the medium. It was our hypothesis that if interaction paradigms and experiences were intuitive, comfortable, and immersive, they would be successful.

  • Ease of use

  • User Confort

  • Sense of Presense 

Testing Overview

Goal

 

The goal of this testing plan is to evaluate the efficiency, effectiveness, and
satisfaction of our prototypes and interactions.

The test procedure is a balance of observational and task-oriented research.

The objectives are to:


  • Identify usability problem areas
  • Assess findability within the system
  • Uncover opportunities to improve & iterate

 

Participants

• Minimum of 5 participants per prototype
• Participants must try all scenarios
• Tests sessions are conducted remotely using an Oculus S setup and controllers

Research Instruments

• Facilitator, observational notetaker
• Recorded video session
• Observational qualitative notes
• User scenarios and completion scoring

Success Metrics

Scenario Completion


   • Each scenario is rated 0-2;
      • 0 = failure, 1 = needed assistance, 2 = direct success


Critical Errors: Note if…


   • User is not able to complete the task at all
   • Deviations upon completion from the scenario's targets
   • User may not know if they completed a task
   • Unresolved errors during a task, incorrect outcome


• The time to complete each task, not including evaluation or on-boarding durations, will be recorded


After scenario questionnaire ASQ


   • 3 question scale for assessing usability, both the total average and individual averages will be documented

Testing Population

• 6 Users over two days
• 5 male, 1 female

Product Features




 

User Story

As a user, I need a simple and fast way to evaluate different products in a showroom. 

 

Design Goal

To give the user a way to instantly access information and interactions that let them evaluate a product. 

 

Result

A series of features that elevates customer trust and purchasing power by providing a closer virtual representation of the actual product. 
 

3D Explore



 

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Inspect



 

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Sort by price or by size


 

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Rotation



 

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Compare Products



 

Task

Success Metric

>90%

<2

<35 Seconds

>=5

>=5

>=5

>=5

Scenario Completion Rate 

Critical Errors

Scenario Completion Time

ASQ 1 - Ease

ASQ - Time

ASQ 3 - Support

Total ASQ

Task

3D Explore

100%

0

X

6.33

6.83

6.5

6.55

Scenario Completion Rate 

Critical Errors

Scenario Completion Time

ASQ 1 - Ease

ASQ - Time

ASQ 3 - Support

Total ASQ

Task

Inspect

99.16%

0

6.66

6.83

6.16

6.55

Scenario Completion Rate 

Critical Errors

Scenario Completion Time

ASQ 1 - Ease

ASQ - Time

ASQ 3 - Support

Total ASQ

Task

Sort By

100%

0

6.33

5.85

6.36

6.18

Scenario Completion Rate 

Critical Errors

Scenario Completion Time

ASQ 1 - Ease

ASQ - Time

ASQ 3 - Support

Total ASQ

Task

Rotation

100%

0

5.61

6.23

6.16

6

Scenario Completion Rate 

Critical Errors

Scenario Completion Time

ASQ 1 - Ease

ASQ - Time

ASQ 3 - Support

Total ASQ

Task

3D Explore

100%

0

6.24

6.11

6.12

6.15

Scenario Completion Rate 

Critical Errors

Scenario Completion Time

ASQ 1 - Ease

ASQ - Time

ASQ 3 - Support

Total ASQ

Feature Implementation



 

Quick Menu Feature



 

User Story

we believe the user will need a centralized cart that allows them to manage selections from multiple experiences cleanly and easily. We also believe that the experience in the cart will help inform how to handle the rest of the flow (email communication and checkout page) for customers shopping products in multiple experiences.

 

Design Goal

To provide the user with a single menu that contains almost all the features in the experience. 

 

Result

A local navigation menu loads when a product is selected. The user is able to easily navigate all the product's features.
 

Concepting



 

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Design System



 

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Feature Implementation



 

User Story

As a user, I need reminders and tooltips to help guide me through the experience. 

 

Design Goal

To provide the user with an informative and nonintrusive tooltip. 

 

Result

A time prompt is deployed automatically at minute 12 of the experience. The total experience is 15 minutes. This gives the user enough time to checkout or save to their cart. 

Tooltips load when the user enters a room for the first time that highlights surrounding features and teaches the user how to complete a task. 

Prompt Features



 

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Custom Room Tool Tips



 

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Headset Onboarding Tool Tips



 

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Time Prompt



 

Wishlist Feature



 

User Story

As a user, I need reminders a way to store and view my favorite items before purchase.

 

Design Goal

To create a seperate room that stores all of the products that the has added to their wishlist. Products will be stored on an interactive shelf that is dynamic and changes size depending how many items the user has added. 

 

Result

The user is able to view all their items before checkout. They can delete an item or see the item's details. This provides the user visibility before making their final purchases.  The result is a virtual version of a web-based e-commerce checkout flow. 

 

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Item Hover State



 

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In Context 



 

Feature Implementation



 

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