Week 6: Interaction Design Frameworks & Experience Analysis
Virtual, Augmented and Spatial Computing
Week 6 Overview
- Interaction design frameworks for XR
- Analysing XR experiences critically
- Common interaction patterns and anti-patterns
- Evaluation methods
- Assessment 2 briefing
Why Frameworks?
“A framework is a lens — it doesn’t tell you what to see, but it tells you where to look.”
Frameworks help us: - Analyse experiences systematically - Communicate design decisions - Identify problems before building - Compare across different experiences
Framework 1: Norman’s Action Cycle
Donald Norman’s 7-stage action cycle applies directly to XR:
- Form a goal — what does the user want to do?
- Form an intention — how will they do it?
- Specify an action — which gesture/input?
- Execute the action — perform the input
- Perceive the state — what changed?
- Interpret the state — what does it mean?
- Evaluate the outcome — did it work?
Norman in XR: Failure Points
| Form intention |
No affordance — user doesn’t know what’s interactive |
| Specify action |
Gesture not discoverable |
| Execute action |
Tracking failure, fatigue |
| Perceive state |
No feedback (visual/audio/haptic) |
| Interpret state |
Ambiguous feedback |
| Evaluate outcome |
No confirmation of success |
Framework 2: Milgram’s Reality-Virtuality Continuum
Real ←————————————————————————→ Virtual
Environment AR MR AV Environment
- AR: Real world + virtual overlays (Snap Spectacles, Hololens 2)
- MR: Real and virtual interact (Hololens 2, Quest 3 passthrough)
- AV: Mostly virtual + some real elements
- VR: Fully virtual (Quest 2, Vive Pro)
Design implication: Interaction design must match the continuum position.
Framework 3: Presence Model (Slater)
Two components of presence:
- Place Illusion (PI): “I am there” — the sense of being in the virtual space
- Plausibility Illusion (Psi): “This is real” — events feel like they’re really happening
Interaction design affects both: - Poor interaction breaks PI (you notice the interface) - Inconsistent physics breaks Psi (the world feels fake)
Interaction Patterns
Pattern: Progressive Disclosure
Reveal complexity gradually. Don’t show all options at once.
Pattern: Spatial Consistency
Objects stay where you put them. The world has memory.
Map virtual actions to real-world physical actions. Example: Pull a lever to open a door (not press a button).
Pattern: Graceful Degradation
If tracking fails, fall back gracefully. Don’t crash or freeze.
Interaction Anti-Patterns
| Floating menus |
Break immersion, cause eye strain |
| Tiny targets |
Violate Fitts’ Law, cause frustration |
| No feedback |
User doesn’t know if action worked |
| Gorilla arm UI |
Causes fatigue in minutes |
| Forced smooth locomotion |
Causes sickness for sensitive users |
| Invisible affordances |
User can’t discover interactions |
Evaluation Methods for XR
| Heuristic evaluation |
Early |
Design problems against principles |
| Think-aloud |
Mid |
User mental model |
| SUS (System Usability Scale) |
Post-use |
Overall usability score |
| SSQ (Simulator Sickness Questionnaire) |
Post-use |
Comfort/sickness |
| Presence questionnaire |
Post-use |
Sense of presence |
| Eye tracking heatmap |
During |
Attention patterns |
Heuristic Evaluation for XR
Nielsen’s 10 heuristics adapted for XR:
- Visibility of system status → feedback on every interaction
- Match between system and real world → embodied metaphors
- User control and freedom → undo, cancel, exit
- Consistency and standards → consistent gesture vocabulary
- Error prevention → confirm before destructive actions
- Recognition over recall → visible affordances
- Flexibility and efficiency → shortcuts for expert users
- Aesthetic and minimalist design → diegetic UI
- Help users recognise errors → clear error states
- Help and documentation → in-world tutorials
Assessment 2: Case Study Brief
Due: End of Week 8 | Weight: 30% | LO2, LO3, LO4
Three Parts:
- Experience Analysis (40%)
- Choose a VR or AR experience
- Apply 2 frameworks from today’s lecture
- Identify 3 interaction strengths and 3 weaknesses
- Interaction Prototype (40%)
- Redesign one weak interaction
- Build a low-fi prototype (Unity or paper)
- Justify design decisions using frameworks
- Evaluation (20%)
- Test with 2 users
- Report findings
- Reflect on what you would change
Assessment 2: Choosing an Experience
Good choices: - Beat Saber (interaction design, rhythm, feedback) - Tilt Brush / Open Brush (creative tools, spatial UI) - Microsoft Flight Simulator VR (complex UI, comfort) - Hololens 2 demos (AR interaction, spatial anchoring) - Snap Spectacles experiences (AR, gesture) - Any experience from our lab hardware
Key Takeaways
- Frameworks give you a systematic language for analysis
- Norman’s Action Cycle identifies where interactions fail
- Milgram’s continuum positions your design in the XR spectrum
- Presence theory explains why interaction quality matters
- Evaluation methods should match your design stage
References
- Norman, D. (2013) The Design of Everyday Things (revised ed.). Basic Books.
- Milgram, P. & Kishino, F. (1994) “A taxonomy of mixed reality visual displays.” IEICE Transactions.
- Slater, M. (2009) “Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments.” Philosophical Transactions of the Royal Society B.
- Nielsen, J. (1994) “Heuristic evaluation.” In Nielsen & Mack (eds.) Usability Inspection Methods. Wiley.