Blink UX

Blink UX is a Seattle-based user experience research and design firm that has been a leader in providing evidence-based design solutions since 2000. They work with clients ranging from startups to Fortune 100 companies across various industries. When gathering research insights on client products like AR and VR equipment, Blink UX employs a comprehensive approach.

They utilize specialized labs equipped for testing cutting-edge technologies, combining quantitative and qualitative methods such as usability testing, surveys, and in-depth interviews. The company carefully selects participants and often incorporates physiological measurements in AR and VR studies.

Research
Interviews
Surveys
Usability Testing
QA Testing
Design Sprint

01 Role

I was brought in by Blink UX as a UX Researcher to complete the research sessions of a Virtual Reality (VR) project. My task was to collect both qualitative and quantitative data on the participants’ usability experiences with our client's prototype VR headset.

02 The Problem

The client's prototype VR headset requires optimization of display luminance settings and ambient lighting conditions to enhance user comfort and reduce fatigue during extended use. Additionally, there's a need to understand user preferences for VR accessories. These improvements are essential to increase user satisfaction, reduce barriers to adoption, and enhance the product's competitiveness in the VR market.

03 Approach

To address the problem of optimizing VR headset display settings and understanding accessory preferences, I used a combination of task-based usability testing, surveys, and qualitative interviews with VR headset owners.

To keep stakeholders and researchers informed, I created weekly highlight videos. These condensed key insights and moments from our sessions, allowing for efficient review of findings without watching hours of footage.

Task-Based Usability Testing

Participants completed a series of tasks while wearing the VR headset under varying display and ambient lighting conditions. The study systematically altered both the headset's internal display luminance and the lab room's ambient lighting for each task. This process was repeated multiple times to gather comprehensive data on user experience across different lighting scenarios.

Survey Questions

Following each task, participants responded to targeted survey questions assessing their comfort level and any adverse effects experienced while using the VR headset. These questions aimed to quantify the intensity of any discomfort or negative reactions, providing valuable data on the relationship between lighting conditions and user experience.

Qualitative Interviews

Upon completion of all tasks, participants removed the VR headset, and I conducted a brief interview. This qualitative session focused on their personal VR accessory usage and preferences, exploring both current accessories they own and those they desire. This approach provided insights into user needs and potential product development opportunities beyond the headset itself.

04 Outcome

Enhancing VR Headset Comfort: A UX Study

The research results provided valuable insights into optimal VR headset display settings and user preferences. Due to confidentiality agreements, I can't disclose specific numbers or detailed findings.

Key takeaways include:

Identified optimal display luminance settings for different ambient lighting conditions.

Certain lighting combinations were found to minimize eye discomfort and fatigue.

Discovered the most common symptoms users experience during extended VR use.

Revealed popular VR accessories and desired features among users.

Gained insights into user needs for improving comfort during long-term VR sessions.

05 Impact

Process

I employed an effective multi-method approach, introduced innovative stakeholder communication through highlight videos, and demonstrated adaptability in handling technical and participant-related challenges.

Business

By providing crucial user experience data, I enhanced the client's competitive edge in the VR market. It also strengthened Blink UX's reputation and client relationships, potentially leading to future opportunities.

Product

I identified optimal VR headset display settings for various lighting conditions, improving user comfort and revealing accessory preferences. These insights directly informed product enhancements and potential future developments.

06 Challenges

Technical issues with prototypes

The research sessions often encountered problems with the prototype VR headsets, requiring quick troubleshooting and clear communication with participants to maintain the study's flow and time management.

Participant variability

Dealing with participants who had different personalities and varying levels of VR experience necessitated adaptable moderation techniques to keep sessions focused and productive.

Time constraints

Managing the research sessions effectively within limited timeframes, especially when faced with technical issues or participants with restricted availability due to parking time limits, posed a significant challenge to data collection efforts.

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