█ 設計建議
根據本研究結果,提出以下設計建議,以供專業設計師開發高齡VR應用參考:
1. 使用 VR 可以促進高齡者運動。設計師可以專注於創造引人入勝的鍛煉場景(註:原文scenarios比較正確),以激勵高齡者。這種策略可以誘發高齡者更專注的注意力、提高娛樂性、和強化 (註:沉浸感的) 時間扭曲感。
2. 雖然 VR 運動促進對高齡者身體機能的好處尚無定論,但設計師可以聚焦於提供更好的 VR 訓練遊戲,鼓勵高齡者持續不斷地鍛煉。設計師還可以運用創造力,找到克服這一瓶頸 (註:無法持續運動) 的方法,以強化高齡者的身體機能。
3. 提高自我學習能力可以成為高齡者 VR 設計的重點。在真實環境下,高齡者可能無法獲得調整設備或操作 VR 軟體的即時幫助。建議設計師設計自學課程,讓高齡者在沒有時間壓力的情況下逐漸熟悉VR的操作。在VR演練過程中,提供更多提示和引導來帶領高齡者 (進入狀況)。
4、提高VR設備的易用性,增加使用者的易學性。例如,將來可以簡化複雜的定位校準或設置步驟。此外,隨著零組件不斷小型化和成本降低,VR 設備正變得越來越普及。期望未來設計人員將可以發展出 (易用易學的) 解決方案,以降低學習 VR 設備的難度。
5. 根據訪談的內容,參與者陳述: VR 控制器與真正的啞鈴之間感覺到明顯不同。設計人員可以考慮開發客製化的 VR 控制器,其物理形狀、重量和手持操作類似於真實的啞鈴。
6. 部分高齡者在實驗後陳述有頭暈問題。建議 VR 練習的運動設計,應避免使用者連續移動身體。為了減少暈眩問題,可以為高齡者設計出 (註:視角移動) 穩定和定期休息的訓練。
█ 來源:
Yu-Min Fang & Yen-Jung Huang (2021) Comparison of the usability and flow experience of an exercise promotion virtual reality programme for different age groups, Behaviour & Information Technology, DOI: 10.1080/0144929X.2021.1938680
https://www.tandfonline.com/doi/abs/10.1080/0144929X.2021.1938680?fbclid=IwAR1CWzXiIBduXbC6WYuY6XxFz-yeuy2UsW-LbmCXh5kEVwFVHJ0j5r4wZKk&journalCode=tbit20
原文
█ 5.2 Design Suggestions
According to the results of this study, the following design suggestions are proposed to serve as a reference for professional designers to develop VR applications for older adults:
1. Using VR can motivate older adults to exercise. The designers can focus on creating create engaging exercise scenarios to encourage older adults to exercise. This effort can induce users' higher level of attention, entertainment, and time distortion.
2. Though the benefits of VR exercise for physical function in older people remain inconclusive, designers can emphasize providing better VR exercise games to encourage older adults to exercise constantly. The designers can also find ways to overcome this bottleneck through creativity to increase older adults' physical function.
3. Increasing learnability can be the VR design focus for the elderly. Older adults might not receive assistance with adjusting the equipment or operating the VR software in the actual situation. It is recommended to design self-learning courses so that the elderly can gradually become familiar with the operation of VR without time pressure. During the VR exercise, more prompts and guidelines are encouraged to provide to guide the older adults.
4. The ease of use for VR equipment should be improved to increase the users' learnability. For example, the complex calibration or setup procedure can be simplified in the future. Furthermore, VR devices are becoming increasingly prevalent amidst perpetual component miniaturization and cost reduction. The designers are expected to provide solutions to reduce the difficulty of learning VR equipment.
5. According to the interview, participants reported a lack of resemblance between the VR controllers with real dumbbells. Designers can consider developing a customized VR controller that resembles actual dumbbells of their physical shape, weight, and hand-held operation.
6. Some older adults report dizziness problems. It is recommended that movement design for VR exercises should avoid users' continuous body moving. The design of steady and periodic rest for older adults can reduce dizziness.
引用
Yu-Min Fang*, Yen-Jung Huang (2021). Comparison of the Usability and Flow Experience of an Exercise Promotion Virtual Reality Program for Different Age Groups. Behaviour & Information Technology, 40(12), 1250-1264.