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Usability Testing with Google Cardboard Viewer

Usability Testing with Google Cardboard Viewer
Google Cardboard is a virtual reality (VR) platform developed by Google. The Google Cardboard mobile application can be used with a variety of VR viewers. Google offers its original standard Cardboard viewer as an introductory means for experiencing VR. Introduced in 2014, the Google Cardboard Viewer has been popularized as a low-cost device for experiencing virtual reality.

Summary

A within-subjects usability study was conducted with six representative adult users to evaluate the setup process of the Google Cardboard Viewer and its mobile application. The objectives of the study were to answer the following questions and identify pain points that may cause adult users to abandon setup:

1. Can users successfully complete the steps necessary to set up and begin using the Google Cardboard app?
- Open Google Cardboard Kit Box
- Download Google Cardboard App onto phone
- Open Google Cardboard app/Pair with Viewer
- Insert mobile phone into the Cardboard viewer
- Interact with Google Cardboard App Intro sequence

2. Are users satisfied or frustrated with the experience of setting up the Cardboard viewer and app?

3. Do users perceive the set-up prompts on the viewer kit box, on the viewer, and with the app as helpful?

4. Do users enjoy their first experience using the Google Cardboard app and viewer?

The usability test consisted of tasks that spanned the initial setup experience through the interaction experience with the introductory VR tutorial from the mobile application. Participants were then debriefed through a post-task questionnaire to evaluate their level of satisfaction with the tasks and support materials and through an informal interview about their experience.

Positive Findings
Our findings indicate that participants were overall satisfied with their setup experience and enjoyed their first Google Cardboard experience. Their comments reveal that they were very impressed by the VR experience in the Cardboard application introductory tutorial. Additionally, participants successfully completed most setup steps and noticed and appreciated most setup prompts.

Usability Issues - Areas for Improvement
Critical issues were, however, encountered during setup and the introductory tutorial with the viewer button, phone placement in the viewer, and the in-app tutorial skip button. These issues caused participants to miss steps, miss portions of the tutorial, or fail to continue through the setup process without moderator intervention.  Also, although setup prompts were used by the participants, the download app prompt was uniformly noticed and participants generally desired more support in the form of detailed, readily available setup instructions.

Recommendations

The VR experience afforded by Google Cardboard was a powerful experience for participants. In this report, we put forth a series of recommendations based on our findings that should assist with making this setup process more seamless and minimize new user confusion and frustration. Addressing the setup and support issues detailed in this report will ensure that potential Cardboard users can have a wonderful experience VR with Google Cardboard.
Methodology
Participants
A convenience sample of representative users was recruited for the study according to the following screening criteria:
- Adults in the age range of 20s-40s
- Owns an iPhone with operating system version iOS 8.0 or later; tested only iPhone users and did not include Android or other operating systems to eliminate OS as possible variable. Google Cardboard is only compatible with iOS 8.0 or later. 
- Has some experience downloading and using mobile applications

Participants were screened to exclude individuals with previous Google Cardboard experience and previous VR experience beyond casual one time observation of someone engaging with VR. This exclusion criteria was used to minimize the potential impact of the transfer of knowledge from previous experiences with Google Cardboard or constructing/setting up other VR viewers.

Participant Profiles
Participants who passed our screener questions and were selected for the study
Procedure
1. A within-subjects test design was employed.

2. Participant signed consent to be recorded and have their data used in the study.

3. Study included two parts that were recorded:
- Task Observation: Observed participant setting up Google Cardboard and going through the introductory sequence on the Google Cardboard app
- Debriefing: Post-Task Questionnaire and Interview

4. Moderator was present during entirety of study and sat next to participant; moderator took notes during testing.
Task Observation
Setup Tasks

1. Participant was given an unopened Google Cardboard Viewer box and instructed to imagine that s/he had ordered viewer and would like to now setup the viewer and app.

2. Instructed participants to "think aloud" while setting up Cardboard.

3. Moderator used prompts to remind participant to think aloud as necessary.

4. Moderator gave no additional task instructions given to participants to evaluate what task order participant took to set up Cardboard and to evaluate whether support materials were noticed and helpful.

5. To setup Google Cardboard, participant needed to successfully perform the following task scenarios and subtasks within each task: (subtasks not listed)
- Open Google Cardboard Kit
- Download Google Cardboard app onto phone
- Open Google Cardboard app and pair with Viewer
- Insert mobile phone into the Cardboard Viewer
- Interact with the Google Cardboard app intro sequence
Debriefing
1. Participants were asked to complete Post-Task Questionnaire.
- Questionnaire was used to determine participant satisfaction with the ease of completing, time taken, and support information provided for each Cardboard setup task.

2. Moderator conducted brief debriefing interview with participant.
- Asked participant to provide reason for ease satisfaction rating, time satisfaction rating, and support information satisfaction rating for each setup task.
- Asked participant for overall impression Google Cardboard Viewer and application
Data Collection and Analysis
Qualitative Data
Study observation notes and recordings were reviewed and analyzed to determine whether and why:
- usability issues exist with setup tasks
- participants were able to notice/use support information
- participants enjoyed their Cardboard experience
- participants were satisfied or frustrated with the setup process
Quantitative Data
After completing the study, the moderator determined whether participant successfully completed each task and associated sub-task according to the following criteria:

1. Task Success - User completed task. User may have struggled, but got there on their own, possibly with self reflecting from probes about what they're thinking or trying to do.

2. Task Failure -  User: A) never completed task; or B) completed the task after struggling and being provided hints that they did not perceive as a probe to try a certain action.

The Participant Post-Task Questionnaire was based on the ASQ (After-Scenario Questionnaire) as described in Quantifying the User Experience (Sauro). Each participant rated his/her level of agreement (scale from 1 Strongly agree to 7 Strongly disagree) with the following statements:
- Overall I am satisfied with the ease of completing the tasks in (this scenario).
- Overall, I am satisfied with the amount of time it took to complete the tasks in (this scenario).
- Overall, I am satisfied with the support information (insert specifics) when completing the tasks.

Participant Post-Task Questionnaire overall satisfaction ratings were calculated by averaging the three responses (ease, time, support) within a participant and task. The average overall satisfaction rating (mean) and most common overall satisfaction rating (mode) was analyzed to determine whether participants were overall satisfied or frustrated with the setup process. The average and most common satisfaction rating among participants for the support information statement was also analyzed on its own to determine participants' overall satisfaction with the provided support information for Cardboard setup.
Findings
This section details findings about participants' ability to setup Cardboard, experience with setup prompts, experience first using Google Cardboard VR, and overall satisfaction with the setup process. Positive findings are explained and usability issues are identified. Recommendations are provided for remedying encountered issues.
Most setup steps work - Issues with viewer button, phone placement, and skip button

Participants completed most of the steps necessary to set up and begin using the Google Cardboard Viewer and app. Participants successfully opened the Cardboard kit box, downloaded the app, and paired the app with the viewer. The viewer/app pairing procedure was mostly successful for participants.

However, participants encountered several problems that compromised their setup experience. Although all participants appeared to successfully insert the phone into the viewer, issues with this task later manifested during the in-app introductory tutorial for some participants. Some participants also experienced issues with the Cardboard Viewer button and in-app skip button during the introductory tutorial. These issues (cardboard viewer button, viewer phone placement, skip button) inhibited participants from completing all steps within the setup process.
Issue: Cardboard Viewer Button - High Severity

Observation
During the Cardboard app introductory tutorial, participants had difficulty locating the viewer button and recognizing the viewer button as a button:

- In the introductory tutorial, 2/6 participants failed to see and understand the in-app visual prompt that directs users to the viewer button location.

- One of the participants found the viewer button but believed the visual prompt instructed him/her to look down and click the viewer button; by looking down and clicking the viewer button, the participant accidentally selected the in-app "Skip tutorial" button and exited out of the introductory tutorial altogether.

- The other participant failed to locate the viewer button on the cardboard viewer despite concerted effort. The impact of failing to find the button was fatal to the tutorial experience as the participant could not proceed through the tutorial unless s/he clicked the viewer button during the first scene. The moderator intervened by pointing out the location of the viewer button after roughly 3-4 minutes so the participant could proceed past the first scene. The participant exclaimed, "Oh, that’s a button?!"

- Even among participants that successfully located and interacted with the viewer button, three additional participants commented on the button's location as difficult to find (4/6 participants). They also commented that the button's appearance was not "like a button". One participant said, "It looks a little weird."


Source

- The app's introductory tutorial visual prompt that directs users to the viewer button location is a stylized image of the cardboard viewer that requires users to stare at it long enough to see and understand the small arrow animation that points to viewer button location. The user might not watch it long enough to see and understand arrow animation, and the visual prompt is not constantly visible and only fades into appearance if the user positions the viewer in a certain exact location. The user may turn away or move head too quickly to see image.

- The Viewer button's appearance does not comport with user expectations for a button's appearance.
Recommendation

- Google Cardboard takes a minimalist approach in their design of the physical attributes of the viewer, which is a primary reason for the product's success. However, this also comes at the expense of usability. Because the outside of the viewer is non-descript, without a clear visual cue, the user assumes that there is really nothing of note and may focus entirely on the interface that is shown through the viewer. Therefore, add a clear indicator on the button itself (we recommend adding the word "Button" on top of the button) so that there is a good chance during setup that the user becomes acquainted with the location of this vital instrument needed to interact with the application.

- Currently, the prompts that instruct the user to interact with the interface are vague. On the introductory screen, messages such as "Look at the Fox" and "Look Down" are giving visual instructions, but no physical instructions. Simply adding clearer directions to the existing messages on-screen should help clear up this impasse and period of confusion (e.g. "Look at the Fox and Press Button"). Within further scenes of the VR introductory sequence, it may not be as necessary since the user will most likely be familiar with the button on top of the viewer and recognizes that it is the primary key to interaction with the interface.
Issue: Cardboard Viewer Phone Placement - High Severity

Observation
All participants located, observed, and followed the instructional diagram for folding viewer and inserting phone into the viewer. However, some participants experienced phone placement problems despite following the diagram and appearing to successfully place phone into the viewer.

- During the introductory tutorial, 2/6 participants reported seeing a double image when looking at text and image elements with fine lines. The double image caused participants to experience difficulties reading in-app text intended to instruct users how to use the viewer. Both participants reasoned that phone placement in the Cardboard viewer was the cause. Participants said:

1. "Once I got into the intro, I felt like I hadn't put my phone in perfectly, because I was seeing double."
2. "It was hard to read because it was projecting double."
3. "I kind of see the words, the words are a little double. I don't know if the phone is in wrong or something."

- One of the participants opened the viewer and attempted to readjust the placement of his/her phone during the portion of the introductory tutorial that auto-progresses. S/he successfully adjusted the position of the phone so s/he no longer saw a double image through the viewer. However, having to adjust the phone caused the participant to miss a scene of the auto-progressing tutorial and failed to engage in tasks associated with that scene. Despite the phone adjustments, the phone continued to shift in the viewer for the remainder of the test.


Source

- The instructional diagram for folding the Viewer and inserting phone into the Viewer does not include instructions on how to ensure that the phone fits snugly into the Viewer so no shifting occurs when the Viewer is moved around to experience the VR application.

- Cardboard Viewer itself does not hold users' phones in place uniformly. The single velcro patch secures a flap over phone in the Viewer and users must pull the flap so tightly that the cardboard bends; users may assume this is an incorrect use of the Viewer or fear that they might break the Viewer when the flap bends too much.
Recommendation
- Add a calibration step to the pairing process of the phone to the viewer. Due to the different sizes of screens from one iPhone to another, the user needs to be confident that the phone is placed in the optimal position to experience the interface. The user would need to shift/slide/adjust the phone while peering into the viewer so that it matches the calibrator on the screen.
Issue: Introductory Tutorial Context and the "Skip" Button - Medium Severity

Observation
During the introductory tutorial, 2/6 participants accidentally selected the in-app "Skip" button and exited out of the tutorial without engaging in the VR scenes or the button and viewer rotate training sections.

- As already noted with the issues surrounding the viewer button, one participant selected the in-app "Skip" tutorial button after misunderstanding the viewer button location prompt. This participant reported that s/he intended to look down with the viewer and click the button, but s/he did not intend to select the "Skip" option. S/he was unaware that s/he was exiting the introductory tutorial and did not realize s/he was missing instruction: "I was not aware that I had skipped the intro." The impact of an unintentional and unknowing skip out of the tutorial is that participant failed to engage in the tutorial VR scenes or the button and viewer rotate training sections.

- Another participant accidentally selected the in-app "Skip" button while clicking the viewer button to place flowers during the "Create" scene of the intro tutorial. This participant realized that s/he had prematurely exited the application and worked to find a way to continue and finish the rest of the tutorial. The impact of an unintentional but self-aware skip out of the tutorial allowed participant to choose to re-engage and finish tutorial training. This participant said, "I was annoyed that I accidentally pressed skip when I looked down. I also wish there was a consistent set of "back, skip, exit" buttons (like the exit, minimize, and maximize buttons on windows in computers) because taking it off and rotating it to go back takes away from the VR experience."


Source

- The Cardboard app introductory tutorial does not give the user explicit context that they are in a tutorial for learning to use the viewer and its associated VR app. Google Cardboard provides a seamless flow from opening the app, to pairing the viewer with the phone, to the start of the introductory tutorial. Users do not need to choose to engage in the tutorial as it is automatically engaged at the moment the user pairs the phone and places it in viewer. However, some users become confused as to their current context in the app. The introductory tutorial is not labeled as an introductory tutorial on any visual screen. Users may be unaware that they are actually in an introductory tutorial and thus, unaware that they can skip out of a tutorial that will teach them how to use the Cardboard Viewer and VR apps.

- The app does not give the user opportunity to confirm that the "Skip" button was intentionally selected. Even if a user is aware that s/he is in the introductory tutorial, if s/he accidentally selected the in-app “Skip” button, the user is immediately kicked out from the intro tutorial without warning or a chance to confirm the action.
Recommendation

- The "Skip" message should be expanded to "Skip Cardboard Introduction?" so that it is clear what action will be performed.

- There should be a confirmation step verifying that the user wants to skip the Introduction sequence to prevent accidental execution. Otherwise, the user can lose context or lose track of where they are within the application after performing this action.
Most setup prompts are noticed and appreciated - Step-by-step instructions expected

Participant responses to the post-task questionnaire and debriefing comments revealed that they overall perceive the available support materials to be helpful. The post-task questionnaire indicated that participants were satisfied with the provided support information:
- Participants' average satisfaction rating (mean) for support information on each setup task was 2. (scale from 1 Strongly agree/satisfied to 7 Strongly disagree/dissatisfied)
- Participants' most common satisfaction rating (mode) for support information on each setup task was 1. (scale from 1 – Strongly agree satisfied to 7 Strongly disagree/dissatisfied)


Participants' comments reinforce the positive satisfaction ratings. Positive feedback was strongest for the instructional prompts given in the app during the phone pairing procedure, the folding/phone placement diagram on the viewer, and the in-app intro tutorials prompts:
- Four participants (4/6) commented that the in-app phone/viewer pairing support made the process easy, and they emphasized the step-by-step nature of the support: "Find this symbol on viewer. So that's the QR code so this is good... Now place the phone in viewer, there's a little animation in there."
- Four participants (4/6) reported perceiving the on-viewer folding/phone placement diagram as helpful during the debriefing session, including one of the participants that initially had trouble orienting to the diagram: "It was easy since it shows you how to do it on the box and inside it tells you step-by-step."


Three participants (3/6) commented that the in-app instructions during introductory tutorial were helpful and supportive:
1. "There’s instructions every step of the way. My experience was actually really fun. If you’ve ever played a video game growing up, you know what to do with the Viewer button during the introduction."
2. "It’s very cool and very easy. The screen tells you what to look at and you're just exploring basically."
3. "Self-intuitive, easy to understand, not difficult at all."

Participants also noticed most of the setup prompts on the box, viewer, and within the Cardboard application. As previously noted, most participants successfully completed the setup tasks with these support items. Although all participants successfully download the Cardboard app, the experience of some with the box prompt to download the Cardboard mobile app revealed it is not noticeable. Additionally, although the available support materials were perceived as helpful, participants indicated they were looking for and desired more instructional support.
Issue: Box prompt to Get App - High Severity

Observation
Half of the participants (3/6) did not initially notice the box setup prompt to "Get the Google App on google.com/cardboard."

- One of these participants eventually noticed the box instruction; but the other two participants never noticed the app instruction and url on the box.
- One participant spent time determining whether the QR code on the viewer was intended to point the user to the correct app for download: "There's a QR thing on the back, maybe that will take me to the web page to get the app..."
- All three participants did not go to google.com/cardboard, but instead went directly the Apple App Store and searched "Cardboard". This search returned multiple results, and two participants were confused in determining which app was the right one to get (Google Cardboard). 
- Two (2/6) participants placed their phones into the viewer before downloading the app. They then had to backtrack and remove their phone to download the app. One participant was visibly frustrated at this point during setup: "It doesn't tell me what to get exactly..."


Source

- The box prompt to Get App is not obvious. The text of the prompt is black on dark cardboard on the underside of a box flap; users can easily miss this text in dim lighting. If a user first focuses on the viewer and locates the instructional diagram for placing the phone in the viewer, s/he may assume all instructions are on the viewer.

- The box prompt to Get App does not give a direct actionable instruction. If a user navigates to google.com/cardboard, s/he could miss the button "Get It (app)" on the page. If they miss the button, then the user will most likely search the app store on their own and is never provided with the exact name of the appropriate application "Google Cardboard" in the app prompt "Get the Google App...". To solve the potential issue of missing the button, the button should be clearer and bigger and instead say "Download App" rather than "Get It".
Recommendations

- Attach a conspicuous instruction sheet underneath the flap in place of the large URL, with clear, concise instructions ranging from setting up the viewer to experiencing the introductory sequence:
1. To get started, visit www.google.com/cardboard
2. Select Google Cardboard app
3. Download and install app
4. Scan QR code on box to pair viewer with phone
5. Experience Google Cardboard introductory sequence

- Another option would be to attach an instruction slip in the box with directions on how to download the Google Cardboard app in the App Store:
1. Search “Google Cardboard” in the App Store
2. Select the most popular option (typically the first one)
3. Ensure that it’s the app developed by Google, Inc. by looking at the developer’s name underneath the app’s name on the app’s page
4. Download and install app
5. Scan QR code on box to pair viewer with phone
6. Experience Google Cardboard introductory sequence
Issue: Where are the step-by-step instructions? - Medium Severity

Observation
Participants' comments and observed behaviors/reactions in the aggregate suggest that they desired more comprehensive step-by-step instructions to be available beyond the setup prompts provided:
- Upon opening the Cardboard viewer box, 2/6 participants stated their perception that there were no set-up instructions.
- Two (2/6) participants commented on a desire for direction or a clear statement during moments of frustration in deciding what to do first for setup. One participant said, "I wish there was a sticky note on the cardboard viewer that says 'start here'." The second participant commented, "The instructions don't really say anything."


Source

- Current set-up prompts are disparate across viewer kit box flap, under viewer flap, and within the app.

- No proscribed task order for setup is provided, forcing users to use their intuition and reasoning.

- No obvious link for additional help is provided outside of the google.com/cardboard url provided as part of the setup prompt for downloading the app. The site this url leads to also does not contain a clear pathway for help or step-by-step instructions.
Recommendation

Attach a conspicuous instruction sheet underneath the flap in place of the large URL, with clear, concise instructions ranging from setting up the viewer to experiencing the introductory sequence:
1. To get started, visit www.google.com/cardboard 
2. Select Google Cardboard app
3. Download and install app
4. Scan QR code on box to pair viewer with phone
5. Experience Google Cardboard introductory sequence
Enjoyed first Google Cardboard Experience – The VR "Wow" factor

Participants were amazed during the Cardboard app introductory tutorial. They appeared to enjoy experiencing VR through the tutorial as some jumped up and began smiling. All participants made positive comments while engaging with the VR tutorial. Five participants (5/6) even expressed a desire to continue engaging with VR through the viewer and app after they completed the tutorial. However, some participants experienced physical fatigue, a potential issue that will impact users' continued enjoyment.
Issue: Arm Fatigue - Low Severity

Observation
Two (2/6) participants either directly commented on arm fatigue after making his/her way through the introductory sequence or demonstrated discomfort during the observation of the test:
- Rubbing his triceps, one participant stated, "My arms got pretty tired while I was doing it. Definitely feeling it in my triceps."
- One participant continually changed grips on the viewer to readjust her arms throughout the introductory sequence, suggesting a bit of discomfort, although she stated post-test that she did not remember feeling tired.


Source
Once the viewer is set up, users are expected to keep the viewer at eye level for an extended period of time. For long sessions of interacting with Cardboard, fatigue could potentially become a factor that negatively impacts usability and experience. Lack of arm support or lack of "rest" suggestions within the program are not ergonomically ideal.


Recommendation
Google Cardboard could pause the action after a period of time and suggest that the user "take a break" intermittently, so that users can rest their arms for a bit. Further tests would need to be performed to assess the optimal time increments to suggest taking a break.​​
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Overall satisfied with setup experience – But VR "Wow" can't hide issues

Participants' responses to the post-task questionnaire indicate they are satisfied overall with the experience of setting up the Cardboard viewer and app. Participants' overall satisfaction ratings for the setup tasks was an average of the rating of their satisfaction with the ease of each setup task, their satisfaction with the amount of time required in each setup task, and their satisfaction with the support provided for each setup task:
- The average overall satisfaction rating (mean) for the setup task scenarios was 2 (scale from 1 Strongly agree/satisfied to 7 Strongly disagree/dissatisfied)
- Participants' most common overall satisfaction rating (mode) for the setup task scenarios was 1, strongly agree (scale from 1 Strongly agree satisfied to 7 Strongly disagree/dissatisfied)


All six participants made positive statements about their overall experience during the debriefing sessions. Their statements reflect and support the strong overall satisfaction ratings seen in the post-task questionnaire:
- "I am really impressed, and it worked much better than I thought it would."
- "For a cardboard box, it does what it was intended to do."
- "Very good technology, at a very reasonable price too."
- "I think it's brilliant and genius." (previously mentioned participant that accidentally skipped most of tutorial)


Two participants (2/6) specifically commented that they found the visual appearance of Cardboard items to be pleasing:
- "It was beautiful." (Referencing in-app introductory tutorial)
- "It has really nice packaging." (Referencing box and viewer)


As previously mentioned, participants experienced issues during setup: viewer button, viewer phone placement, and skip button. They also experienced some frustration with support provided by set-up prompts: box prompt to get app and desire for more instructions. Despite all of this, participants were very impressed with their initial VR experience to be overall satisfied with Google Cardboard. However, participants indicated a desire for the setup issues to be addressed:
- "I would say just indicate how exactly my phone is supposed to fit in there. The instructions could maybe be a little bit clearer, and somehow make the button more visible... maybe by labeling it 'button', but overall I thought it was really cool."
- "It took a little bit longer because I had to take the time to figure it out. I'm not sure how they could make the pictures clearer... But overall I was satisfied with being able to get the phone in."
- "Besides seeing double and having trouble with the Viewer, it was beautiful. It was cool."
Usability Testing with Google Cardboard Viewer
Published:

Usability Testing with Google Cardboard Viewer

This was a group project on conducting a usability test with Google Cardboard Viewer. A within-subjects design was used for this study. Six repre Read More

Published:

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