Interaction design for paediatric emergency VR training

https://doi.org/10.1016/j.vrih.2020.07.006Get rights and content
Under a Creative Commons license
open access

Abstract

Background

Virtual reality (VR) in healthcare training has increased adoption and support, but efforts are still required to mitigate usability concerns.

Methods

This study conducted a usability study of an in-use emergency medicine VR training application, available on commercially available VR hardware and with a standard interaction design. Nine users without prior VR experience but with relevant medical expertise completed two simulation scenarios for a total of 18 recorded sessions. They completed NASA Task Load Index and System Usability Scale questionnaires after each session, and their performance was recorded for the tracking of user errors.

Results and Conclusion

s Our results showed a medium (and potentially optimal) Workload and an above average System Usability Score. There was significant improvement in several factors between users' first and second sessions, notably increased Performance evaluation. User errors with the strongest correlation to usability were not directly tied to interaction design, however, but to a limited 'possibility space'. Suggestions for closing this 'gulf of execution' were presented, including 'voice control' and 'hand-tracking', which are only feasible for this commercial product now with the availability of the Oculus Quest headset. Moreover, wider implications for VR medical training were outlined, and potential next steps towards a standardized design identified.

Keywords

Virtual reality
Medical training
Human-Centred design
Interaction design

Cited by (0)

Supported by Centre for Digital Entertainment (EP/L016540/1, EPSRC, UK)