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Gesture sets
Client
Meta
Role
UX Research Collaborator
Date
March 2023
Location
Redmond, WA
Project Type
Usability testing
Team
The team also included a lead UX researcher, a research scientist, and a designer
User Problem:
Physical space constraints limited users' virtual mobility. While physical controllers provided a solution, they diminished immersion and discouraged adoption of the available hand tracking system. A control-less teleportation experience that avoided unintended function triggers was required.
Key Challenges:
Research was introduced late into development after each team had invested over a year in their respective designs. The selected design would result in discontinuation of the other, representing significant lost work. This required presenting potentially difficult findings with anticipated pushback.
Method:
1. Moderated A/B/C testing with a randomized sample (n=31) to benchmark physical controller performance against two gesture sets.
2. Collected quantitative scores across five dimensions (ease of use, ease of learning, frustration, agency, and efficiency)
3. Collected qualitative in-depth interviews to contextualize ratings.
- Accuracy measurements tracked false positive and negative rates through quantitative transcripts.
Analysis:
Performed repeated measures ANOVA with Bonferroni post hoc correction, Welch's ANOVA, and Friedman's Test for ranking. Bonferroni correction ensured statistical validity and strengthened team confidence in results.
Findings:
One gesture set (G1) was strongly preferred and occasionally outperformed controllers. While both sets demonstrated comparable accuracy, G1's intuitive design facilitated easier adoption.
Impact:
Rigorous verification methods minimized anticipated pushback. The team launched G1's beta in August 2023 and full version by December 2023. The experience of potential lost work prompted earlier integration of research in future concept development.
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