T. Marsh et al., Evaluation for the design of experience in virtual environments: Modeling breakdown of interaction and illusion, CYBERPSYC B, 4(2), 2001, pp. 225-238
New and emerging media technologies have the potential to induce a variety
of experiences in users. In this paper, it is argued that the inducement of
experience presupposes that users are absorbed in the illusion created by
these media. Looking to another successful visual medium, film, this paper
borrows from the techniques used in "shaping experience" to hold spectators
' attention in the illusion of film, and identifies what breaks the illusio
n/experience for spectators. This paper focuses on one medium, virtual real
ity (VR), and advocates a transparent or "invisible style" of interaction.
We argue that transparency keeps users in the "flow" of their activities an
d consequently enhances experience in users. Breakdown in activities breaks
the experience and subsequently provides opportunities to identify and ana
lyze potential causes of usability problems. Adopting activity theory, we d
evise a model of interaction with VR-through consciousness and activity-and
introduce the concept of breakdown in illusion. From this, a model of effe
ctive interaction with VR is devised and the occurrence of breakdown in int
eraction and illusion is identified along a continuum of engagement. Evalua
tion guidelines for the design of experience are proposed and applied to us
ability problems detected in an empirical study of a head-mounted display (
HMD) VR system. This study shows that the guidelines are effective in the e
valuation of VR. Finally, we look at the potential experiences that may be
induced in users and propose a way to evaluate user experience in virtual e
nvironments (VEs) and other new and emerging media.