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As a UX Design graduate, I possess strong skills in communication, problem-solving, and user-centered design. My research focused on how dynamic VR backgrounds affect user attention. I am passionate about transitioning into a Product Manager role.


The Impact of Dynamic and Static Background Environments on User Attention in VR

Summary

This project studies the impact of dynamic background environments on user attention in VR. By referring to the Design Thinking method, the visual style of the background and the eye tracking task were selected as the measurement tasks, and the appropriate dynamic level and task difficulty were determined through pilot tests to ensure that the prototypes were sensitive enough.

By conducting a control study with 20 participants, I concluded that there is no significant difference between dynamic background and static background in terms of user performance, but dynamic background can bring a more positive emotional experience to users. This experiment provides reference value for theoretical applications and practical industry applications.

Research Questions

Prototype Development

Design Thinking method (https://www.interaction-design.org/literature/article/what-is-design-thinking-and-why-is-it-so-popular) is used as a reference for prototype development.

  1. Ideate

Used ChatGPT for brainstorming tasks, and searched on YouTube for exploring the design of dynamic background environment.

  1. Lo-fi Prototype

Used Final Cut Pro to develop background environments with varying levels of dynamism, from 0.25x to 8x.

  1. Pilot Test

Determined the appropriate level of dynamism for the background environments and the task difficulty.

  1. Refine

Adjusted the dynamic level and task difficulty based on the test findings. Two 1-minute 360-degree VR videos were developed. One with dynamic background, one with static.

Methodology

Data Collection

A within-subjects controlled experiment was conducted in this project. 20 participants were recruited from the campus who were required to be over 18 and have prior VR experience.

Data Analysis

SPSS is used to analyze the quantitative data, including performance and emotional responses of Emotrak. NVivo is used for thematic analysis of qualitative data which collected from post-test interviews.

Results

This study concludes that there is no significant difference in the impact of dynamic versus static background environments on user attention in VR, though dynamic environments do elicit more positive emotional responses.

Implications