Bad Breakdowns, Useful Seams, and Face Slapping: Analysis of VR Fails on YouTube
Research output: Chapter in Book/Report/Conference proceeding › Article in proceedings › Research › peer-review
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Bad Breakdowns, Useful Seams, and Face Slapping: Analysis of VR Fails on YouTube. / Dao, Emily; Muresan, Andreea; Hornbæk, Kasper; Knibbe, Jarrod.
CHI '21: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, 2021. p. 1-14 526.Research output: Chapter in Book/Report/Conference proceeding › Article in proceedings › Research › peer-review
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TY - GEN
T1 - Bad Breakdowns, Useful Seams, and Face Slapping: Analysis of VR Fails on YouTube
AU - Dao, Emily
AU - Muresan, Andreea
AU - Hornbæk, Kasper
AU - Knibbe, Jarrod
PY - 2021/5/13
Y1 - 2021/5/13
N2 - Virtual reality (VR) is increasingly used in complex social and physical settings outside of the lab. However, not much is known about how these settings influence use, nor how to design for them. We analyse 233 YouTube videos of VR Fails to: (1) understand when breakdowns occur, and (2) reveal how the seams between VR use and the social and physical setting emerge. The videos show a variety of fails, including users flailing, colliding with surroundings, and hitting spectators. They also suggest causes of the fails, including fear, sensorimotor mismatches, and spectator participation. We use the videos as inspiration to generate design ideas. For example, we discuss more flexible boundaries between the real and virtual world, ways of involving spectators, and interaction designs to help overcome fear. Based on the findings, we further discuss the ‘moment of breakdown’ as an opportunity for designing engaging and enhanced VR experiences.
AB - Virtual reality (VR) is increasingly used in complex social and physical settings outside of the lab. However, not much is known about how these settings influence use, nor how to design for them. We analyse 233 YouTube videos of VR Fails to: (1) understand when breakdowns occur, and (2) reveal how the seams between VR use and the social and physical setting emerge. The videos show a variety of fails, including users flailing, colliding with surroundings, and hitting spectators. They also suggest causes of the fails, including fear, sensorimotor mismatches, and spectator participation. We use the videos as inspiration to generate design ideas. For example, we discuss more flexible boundaries between the real and virtual world, ways of involving spectators, and interaction designs to help overcome fear. Based on the findings, we further discuss the ‘moment of breakdown’ as an opportunity for designing engaging and enhanced VR experiences.
U2 - 10.1145/3411764.3445435
DO - 10.1145/3411764.3445435
M3 - Article in proceedings
SP - 1
EP - 14
BT - CHI '21: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
PB - Association for Computing Machinery
T2 - CHI 2021 Virtual Conference on Human Factors in Computing Systems
Y2 - 8 May 2021 through 13 May 2021
ER -
ID: 270666707