Usability Heuristics for Metaverse
Abstract
:1. Introduction
2. Usability of Metaverse
- Three-dimensional interaction: Metaverse UIs differ from standard two-dimensional UIs by requiring navigation and interaction in a 3D environment. Therefore, a specific heuristics set is needed to consider spatial navigation, depth perception, and object manipulation in a 3D environment.
- Immersive experience: The metaverse aims to offer an immersive experience with VR, AR, and MR technology. Therefore, usability heuristics must ensure that these interactions are easy to use, are pleasant, and do not lead to discomfort or confusion for users.
- Social interaction: The metaverse is fundamentally social, facilitating interactions among several users in shared environments. Therefore, usability heuristics should provide instructions for designing social interactions, managing communities, and moderating content created by users to promote pleasant and engaging social experiences.
- Integration of digital and physical worlds: The metaverse aims to blend digital and physical worlds. Therefore, this requires heuristics that are intended to assist in creating smooth experiences in both domains. This involves integrating IoT devices, real-world data, and physical activities into the digital experience.
- Economic transactions: The metaverse’s economy relies on virtual products, services, and real estate. Therefore, usability heuristics must focus on enhancing the UX associated with financial transactions by ensuring they are safe, transparent, and user-friendly.
- Accessibility and inclusivity: establishing heuristics in the metaverse is essential to guarantee accessibility and inclusivity for users with various skills, preferences, and cultural backgrounds because of its extensive and diverse audience.
- Ethical and privacy considerations: The immersive and ubiquitous nature of the metaverse creates serious ethical and security issues. Therefore, usability heuristics should contain guidelines for protecting user privacy, ensuring ethical interactions, and promoting trust and safety in the metaverse.
3. Methodology and Results
- Step 1.
- Defining the problem scope to categorize and identify the distinctive characteristics of metaverse interaction and the usability issues related to its UIs.
- Step 2.
- Analyzing and enriching the existing usability heuristics and organizing them into a new list tailored for the metaverse environment. The generated list was based on metaverse usability research published in the literature. Thus, the newly generated heuristics list represents the abstract concept of usability criteria.
- Step 3.
- Sub-heuristics were added to the existing list to provide more explanation of the abstract heuristics generated in step 2 and to maintain the usability of the application’s UI, as well as metaverse UIs.
- Step 4.
- Standardization of the editing and format of the new list to enhance its accessibility for non-expert people.
- Step 1.
- Problem Scope Definition
- Dimensionality: Traditional apps usually work in 2D spaces with flat screens and straightforward navigation. On the other hand, the metaverse operates in a 3D world, requiring interfaces that help users move around and interact within a more complex spatial environment.
- Immersive interaction: Traditional apps use familiar input devices like keyboards, mice, or touchscreens. In contrast, metaverse interfaces use more immersive methods, such as VR helmets, motion controllers, haptic devices, and voice commands, which enhance the user’s sense of immersion and presence in the virtual world.
- Social presence: The metaverse is focused on socializing and working together, allowing users to interact in real time within a shared space. To support this, metaverse interfaces need to facilitate these interactions through avatars, voice chats, gestures, and shared experiences. This is quite different from the more isolated or asynchronous interactions we usually see in traditional apps.
- Customization and personalization: The metaverse allows users to customize and personalize almost everything, from their appearance and surroundings to the physics of virtual worlds. Therefore, UIs need to be designed to make these customizations easy and user-friendly.
- Continuous and persistent worlds: The metaverse stands out from traditional apps because its worlds continue to exist and evolve even when users are not online. Therefore, UI designs need to clearly inform users about what happened while they were away and help them re-engage with the environment seamlessly.
- Complex economies and transactions: The metaverse supports complex economies where users can buy, sell, and trade virtual products, assets, and services. Because of this, UI components need to make these transactions easy and user-friendly, including features like marketplaces, auction houses, and inventory management systems.
- Ethical and privacy concerns: Because the metaverse is so immersive and all-encompassing, its UIs need to be more robust to handle privacy, security, and ethical concerns. This means having clear consent processes, privacy settings, and ways to report or prevent harassment and abuse.
- Accessibility: It is important to make sure the metaverse is accessible to everyone, regardless of their abilities. This means integrating accessibility features into metaverse UIs from the start to support users with visual, auditory, motor, or cognitive limitations, which often have not been fully addressed in traditional applications.
- Step 2.
- Usability Heuristics for Metaverse
- Step 3.
- Sub-Heuristics for the Identified Heuristics
- Step 4.
- Usability Checklist for Metaverse UIs
4. Evaluation Model
- Step 1.
- Case Selection and Objectives Definition: In this step, a concrete metaverse case is selected for a specific metaverse application or environment, such as a virtual classroom, gaming environment, social VR platform, or other. Subsequently, the objectives are defined, and the intended goals and key functionalities of the selected metaverse case are clearly outlined. An example is provided below:
- Case: Virtual Classroom in a Metaverse Environment.
- Objectives: To create a virtual classroom that enhances student engagement, provides realistic interactions, supports diverse learning activities, and ensures accessibility.
- Step 2.
- Heuristic Mapping: In this step, each heuristic and sub-heuristic is aligned with the specific objectives and functionalities of the metaverse case. A matrix is created to visualize the coverage of each heuristic in relation to the metaverse’s objectives. In addition, the relevance of heuristics is identified by determining which heuristics are directly applicable to the chosen metaverse case. This means that not all heuristics may be relevant for every scenario. Table 4 presents the coverage of each identified heuristic in relation to the identified objectives of the selected case (Virtual Classroom in a Metaverse Environment) in step 1.
- Step 3.
- User Scenario Development: In this step, detailed user scenarios that represent typical interactions and experiences within the metaverse case are required. These should cover a range of activities and user types (novices, experts, users with disabilities, and others). Next, each user scenario is mapped to the relevant heuristics to ensure that all aspects of the UX are considered. The following are some example scenarios:
- Lecture delivery: A teacher delivers a lecture; students can raise their hands, ask questions, and interact with the virtual whiteboard.
- Group discussions: Students form groups to discuss a topic, share virtual notes, and collaborate on a project.
- Hands-on activities: Students participate in a virtual laboratory experiment, manipulating virtual objects and observing outcomes.
- Accessibility features: A student with a disability navigates the virtual classroom using assistive technologies and interacts with content.
- Step 4.
- Expert Review and Validation: In this step, a panel of experts in UX, VR, AR, and metaverse design is formulated to conduct a heuristic evaluation of the metaverse case. Thus, the identified heuristics and sub-heuristics in Table 3, and specifically the proposed checklist in that table, can be used in this evaluation. Each expert should independently assess how well each heuristic is addressed in the user scenarios. Next, the feedback on the relevance, clarity, and completeness of each heuristic is collected.
- Step 5.
- User Testing: This step starts with developing a prototype of the metaverse case and then conducting usability testing sessions with real users. These testing sessions aim to observe and document the users’ interactions and focus on areas related to the identified heuristics, considering metrics such as time to complete tasks, error rates, user satisfaction scores, and others. Subsequently, the qualitative data are collected through surveys and interviews with the users to obtain their feedback on their experiences and any issues encountered.
- Step 6.
- Data Analysis and Reporting: In this step, the expert evaluations are compared with user testing results by using qualitative analysis software for coding interview data and statistical tools for quantitative analysis in order to identify any gaps or discrepancies. This allows the determination of whether the heuristics and sub-heuristics adequately cover the critical aspects of UX for the metaverse case and makes it possible to pay special attention to areas where users encounter difficulties, or where experts have highlighted concerns. At the end, recommendations for refining the heuristics based on the findings are provided, highlighting any additional heuristics or modifications that are needed to suit the metaverse case better.
- Step 7.
- Iterative Improvement: This is the final step, which attempts to refine and update the heuristics and sub-heuristics based on the analysis to suit the specific needs of the metaverse case. Subsequently, a follow-up evaluation with refined heuristics is conducted to ensure their effectiveness and adequacy.
5. Conclusions
Author Contributions
Funding
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Aspect | VR | AR | MR |
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Definition | A fully immersive digital environment that replaces the real world. | An enhanced version of the real world with digital overlays. | A blend of physical and digital worlds, creating interactive environments where digital and physical objects coexist. |
Technology | Uses head-mounted displays (HMDs), sensors, and controllers to create an immersive experience. | Uses cameras, sensors, and displays to overlay digital information onto the real world. | Uses advanced sensors, optics, and processing to integrate virtual content into the real world seamlessly. |
UX | Complete immersion in a digital environment, isolated from the real world. | Combines real and virtual worlds, allowing users to see and interact with both. | Seamlessly blends real and VEs, with objects from both interacting in real time. |
Devices | VR headsets (e.g., Oculus Rift, HTC VIVE), gloves, and motion-tracking systems. | Smartphones, tablets, AR glasses (e.g., Microsoft HoloLens (Redmond, WA, USA), Google Glass (Ann Arbor, MI, USA)). | MR headsets (e.g., Microsoft HoloLens 2 (Redmond, WA, USA), Magic Leap (Plantation, FL, USA)), specialized controllers. |
Applications | Gaming, simulations, training, virtual tours. | Navigation, education, retail, marketing. | Complex simulations, advanced training, design, and collaboration. |
Interactivity | High level of interactivity with virtual objects and environments. | Moderate interactivity with digital content overlaid on the real world. | High level of interactivity, with digital and physical objects interacting in real time. |
Category | Usability Challenge | Description |
---|---|---|
Complexity and Overload | Information Overload | The vast amount of information and interactive elements in the metaverse can overwhelm users, making it difficult to focus on tasks and absorb necessary information. |
Navigational and Orientational Complexity | Navigating 3D spaces can be more complex than 2D interfaces, leading to user frustration and confusion. | |
Interaction Design | Control Mechanisms | Traditional input devices (mouse, keyboard) may not translate well to 3D environments. New interaction paradigms like VR controllers, hand tracking, and gestures need to be intuitive. |
Latency and Responsiveness | Delays in system response can significantly impact the user experience, causing motion sickness and frustration. | |
Interaction and Manipulation of Virtual Objects | Interacting with and manipulating objects in a virtual space can be less intuitive than in the real world, leading to inefficiency and user frustration. | |
User Adaptation | Learning Curve | Users often face a steep learning curve with new interaction methods and navigational paradigms. |
Customization | The need for customizable interfaces to fit diverse user needs and preferences is crucial, but often lacking. | |
Avatar Representation and Customization | Creating and managing avatars that accurately represent users can be complex, impacting user satisfaction and engagement. Additionally, the customization process needs to be intuitive and flexible. | |
Accessibility | Inclusivity | Ensuring accessibility for users with disabilities is a significant challenge. This includes visual, auditory, and motor impairments. |
Ergonomics | Prolonged use of VR headsets and other devices can cause physical discomfort and health issues. | |
Social Interaction | Presence and Embodiment | Creating a sense of presence and realistic avatars is challenging, impacting social interactions. |
Privacy, Security, and Ethical Issues | Managing privacy and security within VEs, especially in social interactions, is a critical concern. In addition, ethical issues, such as identity theft and harassment, pose significant challenges. | |
Technological Constraints | System Performance and Hardware Limitations | Current hardware may not fully support the immersive experiences users expect. |
Connectivity Issues | Reliable and high-speed internet connections are essential for a seamless experience, which can be a limiting factor. | |
Content Creation and Management | User-Generated Content | Managing and moderating user-generated content in a vast and dynamic environment is challenging. |
Content Quality | Ensuring high-quality and relevant content that engages users while being usable is essential | |
Realism vs. Abstraction | Balancing realism and abstraction in VEs to ensure immersion without overwhelming the user or causing a sensory overload. |
# | Heuristic | Description | Sub-Heuristics | Proposed Checklist |
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1 | Visibility of system status [20] | “The design should always keep users informed about what is going on, through appropriate feedback within a reasonable amount of time.” “A VW interface should keep user informed on both avatar’s state, and the relevant facts and events that affect him.” [57] |
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2 | Match between system and the real world [20] | “The design should speak the users’ language. Use words, phrases, and concepts familiar to the user, rather than internal jargon. Follow real-world conventions, making information appear in a natural and logical order.” |
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3 | User control and freedom [20] | “Users often perform actions by mistake. They need a clearly marked “emergency exit” to leave the unwanted action without having to go through an extended process.” |
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4 | Consistency and standards [20] | “Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform and industry conventions.” “A VW should be consistent in using language and concepts. Avatar’s actions and their effects on the VW’s environment should be coherent and consistent. User—avatar, as well as avatar—VW’s objects, should be consistent.” [57] |
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5 | Error prevention [20] | “Good error messages are important, but the best designs carefully prevent problems from occurring in the first place. Either eliminate error-prone conditions, or check for them and present users with a confirmation option before they commit to the action.” “A VW should prevent users from performing actions that could lead to errors, and should avoid confusions that could lead to mistakes, during user –control panel interaction, as well as during (user’s) avatar –VW interaction.” [57] |
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6 | Recognition rather than recall [20] | “Minimize the user’s memory load by making elements, actions, and options visible. The user should not have to remember information from one part of the interface to another. Information required to use the design (e.g., field labels or menu items) should be visible or easily retrievable when needed.” Clarity: “A VW should offer an easy to understand user control panel, using clear graphic elements, text and language, grouping elements by their purposes, and offering easy access to the main functionality.” [57] “A VW should maintain main objects, options, elements and actions always available or easy to get to. It should provide ways to mark and remember places already visited and/or of user’s interest.” [57] |
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7 | Flexibility and efficiency of use [20] | “Shortcuts—hidden from novice users—may speed up the interaction for the expert user so that the design can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.” “A VW should provide customizable shortcuts, abbreviations, accessibility keys or command lines. The user interface/control panel should be customizable.” [57]. Simplicity “A VW should provide easy and intuitive interaction with the environment’s virtual objects. Only relevant information should be given, in order to avoid the control panel’s overload” [57]. |
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8 | Aesthetic and minimalist design [20] | “Interfaces should not contain information that is irrelevant or rarely needed. Every extra unit of information in an interface competes with the relevant units of information and diminishes their relative visibility.” |
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9 | Help users recognize, diagnose, and recover from errors [20] | “Error messages should be expressed in plain language (no error codes), precisely indicate the problem, and constructively suggest a solution.” “A VW should provide user appropriate mechanisms to recover from errors, and exit ways from unwanted situations. It should include clear messages, hopefully indicating causes and solutions for errors.” [57] |
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10 | Help and documentation [20] | “It’s best if the system doesn’t need any additional explanation. However, it may be necessary to provide documentation to help users understand how to complete their tasks.” “A VW should provide an easy to find, easy to understand, and complete online documentation, accessible from both inside and outside of the world itself” [57]. |
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11 | Synchronous body movements [35] | “The system and interface should stay in synchrony with human head and body movements in real time to prevent lag.” |
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12 | physical space constraints [35] | “System designers should try to account for the real-world physical space users will occupy when interacting with the system.” |
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13 | Immersion [35] | “The system should immerse the user in VR, specific to visual realism.” |
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14 | Glitchiness [35] | “The system should promote a streamlined experience by keeping systematic glitches low.” |
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15 | Minimize switching between actual and virtual world [35] | “The system should be able to rely on itself for all usage; that is, keep all necessary user tasks and information within VR, instead of creating tasks that the user may only be able to execute when VR headset is taken off or information that can only be accessed by taking headset off.” |
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16 | Cord design [35] | “The cord of the system should be designed such that VR usage requires minimal maintenance, e.g., providing adequate length and mobility to keep entanglement to a minimum.” |
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17 | Headset comfort [35] | “The headset of the system should be designed to be comfortable for prolonged wear.” |
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18 | Mental comfort [35] | “The system should be designed to prevent sensations of physical illness during use, by preventing jarring movement lag, increasing realism of visuals, and so on.” |
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19 | User interface design [35] | “The system’s interface and hardware controls should have a intuitive design and navigation, adhering to usability conventions.” |
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20 | Embodiment [30] (p. 9), [58,59,60,61] | “A core concept in VR that often refers to the experienced embodiment a user feels in a VE; ultimately generates a sense of presence in the virtual world. Experienced embodiment aids the user in feeling as if they are a part of the VE and feel connected to the other agents in the world.” |
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21 | Empathy [30] (p. 9), [61] | “Being in the same space as another character makes the user strongly feel the character’s emotion in a situation. Users may view a VR experience as more realistic and compassionate as a result of simulated empathy in VR.” |
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22 | Flow [30] (p. 9), [61] | “The state in which the user is engaged in the task at hand; flow can be an experience of immersion into a certain user action. Users may experience flow when the task at hand is engaging and challenges the user to utilize their skills fully.” |
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23 | Immersion [30] (p. 9), [58,61,62,63,64] | “An ambiguous term, often used synonymously with presence, though the literature states that it could be either the level of fidelity of the VE or the feeling the user has while immersed in the environment.” |
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24 | Presence [30] (p. 9), [58,62,64] | “Generally refers to the user’s experience in the virtual world and how they act and react as if they are physically there.” |
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25 | Natural engagement [54] | “Interaction should approach the user’s expectation of interaction in the real world as far as possible. Ideally, the user should be unaware that the reality is virtual. Interpreting this heuristic will depend on the naturalness requirement and the user’s sense of presence and engagement.” |
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26 | Compatibility with the user’s task and domain [54] | “The VE and behaviour of objects should correspond as closely as possible to the user’s expectation of real world objects; their behaviour; and affordances for task action.” |
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27 | Natural expression of action [54] | “The representation of the self/presence in the VE should allow the user to act and explore in a natural manner and not restrict normal physical actions. This design quality may be limited by the available devices. If haptic feedback is absent, natural expression inevitably suffers.” |
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28 | Close coordination of action and representation [54] | “The representation of the self/presence and behaviour manifest in the VE should be faithful to the user’s actions. Response time between user movement and update of the VE display should be less than 200 ms to avoid motion sickness problems.” |
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29 | Realistic feedback [54] | “The effect of the user’s actions on virtual world objects should be immediately visible and conform to the laws of physics and the user’s perceptual expectations.” |
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30 | Faithful viewpoints [54] | “The visual representation of the virtual world should map to the user’s normal perception, and the viewpoint change by head movement should be rendered without delay.” |
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31 | Navigation and orientation support [54] | “The users should always be able to find where they are in the VE and return to known, preset positions. Unnatural actions such as fly-through surfaces may help but these have to be judged in a trade-off with naturalness (see heuristics 1 and 2).” |
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32 | Clear entry and exit points [54] | “The means of entering and exiting from a virtual world should be clearly communicated.” |
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33 | Consistent departures [54] | “When design compromises are used they should be consistent and clearly marked, e.g., cross-modal substitution and power actions for navigation.” |
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34 | Support for learning [54] | “Active objects should be cued and if necessary explain themselves to promote learning of VEs.” |
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35 | Clear turn-taking [54] | “Where system initiative is used it should be clearly signaled and conventions established for turn-taking.” |
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36 | Sense of presence [54] | “The user’s perception of engagement and being in a ‘real’ world should be as natural as possible.” |
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37 | Fit with user environment and task [54] | “AR experiences should use visualizations and metaphors that have meaning within the physical and task environment in which they are presented. The choice of visualizations & metaphors should match the mental models that the user will have based on their physical environment and task.” |
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38 | Form communicates function [56] | “The form of a virtual element should rely on existing metaphors that the user will know in order to communicate affordances and capabilities.” |
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39 | Minimize distraction and overload [56] | “AR experiences can easily become visually overwhelming. Designs should work to minimize accidental distraction due to designs that are overly cluttered, busy, and/or movement filled.” |
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40 | Adaptation to user position and motion [56] | “The system should adapt such that virtual elements are useful and usable from the variety of viewing angles, distances, and movements that will be taken by the user.” |
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41 | Alignment of physical and virtual worlds [56] | “Placement of virtual elements should make sense in the physical environment. If virtual elements are aligned with physical objects, this alignment should be continuous over time and viewing perspectives.” |
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42 | Fit with user’s physical abilities [56] | “Interaction with AR experiences should not require the user to perform actions that are physically challenging, dangerous, or that require excess amounts of coordination. All physical motion required should be easy.” |
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43 | Fit with user’s perceptual abilities [56] | “AR experiences should not present information in ways that fall outside of an intended user’s perceptual thresholds. Designers should consider size, color, motion, distance, and resolution when designing for AR” |
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44 | Accessibility of off-screen objects [56] | “Interfaces that require direct manipulation (for example, AR & touch screens) should make it easy for users to find or recall the items they need to manipulate when those items are outside the field of view.” |
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45 | Accounting for hardware capabilities [56] | “AR experiences should be designed to accommodate for the capabilities & limitations of the hardware platform.” |
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46 | Visualization [57] | “A VW should give user control over the objects and visual effects that he/she will get visible.” |
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47 | Avatar’s customization [57] | “A VW should allow fully avatars’ customization.” |
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48 | Orientation and navigation [57] | “A VW should provide full (customizable) information on avatar’s position, paths to a desired destination, and passage ways from one position to another (according to VW’s rules).” |
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49 | World interaction [57] | “A VW should clearly indicate the objects that user may interact with, as well as the actions that user may perform over the objects.” |
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50 | World’s rules [57] | “A VW should clearly indicate its own rules and the rules that govern avatars, especially the actions that are impossible in the real (user’s) world, but are possible in the VW (and vice versa).” |
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51 | Communication between avatars [57] | “A VW should allow easy communication among users, through their avatars.” |
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52 | Camera control [57] | “A VW should give user control over camera, allowing a customizable user’s view.” |
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# | Heuristic | Engagement | Realistic Interactions | Diverse Learning | Accessibility |
---|---|---|---|---|---|
1 | Visibility of system status | X | X | ||
2 | Match between system and the real world | X | X | ||
3 | User control and freedom | X | X | ||
4 | Consistency and standards | X | X | X | |
5 | Error prevention | X | X | ||
6 | Recognition rather than recall | X | X | ||
7 | Flexibility and efficiency of use | X | X | ||
8 | Aesthetic and minimalist design | X | X | ||
9 | Help for users to recognize, diagnose, and recover from errors | X | |||
10 | Help and documentation | X | X | ||
11 | Synchronous body movements | X | |||
12 | Physical space constraints | X | |||
13 | Immersion | X | X | ||
14 | Glitchiness | X | |||
15 | Minimize switching between actual and virtual world | X | |||
16 | Cord design | X | |||
17 | Headset comfort | X | |||
18 | Mental comfort | X | |||
19 | User interface design | X | X | ||
20 | Embodiment | X | |||
21 | Empathy | X | X | ||
22 | Flow | X | X | X | |
23 | Immersion | X | X | ||
24 | Presence | X | X | ||
25 | Natural engagement | X | |||
26 | Compatibility with the user’s task and domain | X | X | ||
27 | Natural expression of action | X | |||
28 | Close coordination of action and representation | X | |||
29 | Realistic feedback | X | |||
30 | Faithful viewpoints | X | |||
31 | Navigation and orientation support | X | X | ||
32 | Clear entry and exit points | X | |||
33 | Consistent departures | ||||
34 | Support for learning | X | X | X | |
35 | Clear turn-taking | X | |||
36 | Sense of presence | X | X | ||
37 | Fit with user environment and task | X | |||
38 | Form communicates function | X | X | ||
39 | Minimize distraction and overload | X | |||
40 | Adaptation to user position and motion | X | |||
41 | Alignment of physical and virtual worlds | X | |||
42 | Fit with user’s physical abilities | X | |||
43 | Fit with user’s perceptual abilities | X | |||
44 | Accessibility of off-screen objects | X | |||
45 | Accounting for hardware capabilities | X | |||
46 | Visualization | X | |||
47 | Avatar’s customization | X | |||
48 | Orientation and navigation | X | X | ||
49 | World interaction | X | |||
50 | World’s rules | X | |||
51 | Communication between avatars | X | X | ||
52 | Camera control | X | |||
X: covered |
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© 2024 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Omar, K.; Fakhouri, H.; Zraqou, J.; Marx Gómez, J. Usability Heuristics for Metaverse. Computers 2024, 13, 222. https://doi.org/10.3390/computers13090222
Omar K, Fakhouri H, Zraqou J, Marx Gómez J. Usability Heuristics for Metaverse. Computers. 2024; 13(9):222. https://doi.org/10.3390/computers13090222
Chicago/Turabian StyleOmar, Khalil, Hussam Fakhouri, Jamal Zraqou, and Jorge Marx Gómez. 2024. "Usability Heuristics for Metaverse" Computers 13, no. 9: 222. https://doi.org/10.3390/computers13090222
APA StyleOmar, K., Fakhouri, H., Zraqou, J., & Marx Gómez, J. (2024). Usability Heuristics for Metaverse. Computers, 13(9), 222. https://doi.org/10.3390/computers13090222