
TIMEFRAME
Jan - Apr 2024
Researcher
UI + UX Designer
ROLE
TYPE
Web Design
Team Project
Prototype (Available Soon)
LINK
Background
Understanding Bioscience Research
Imagine you're at a community event with your child, and a researcher approaches you with an invitation for your kid to participate in a study on child strength.
As you glance over the flyer and listen to the researcher's explanation, you find yourself intrigued but uncertain about the specifics of how the study will be conducted.
On the journey home, your child curiously asks about the study, leaving you pondering how best to explain it.
University of Michigan Transportation Research Institute (UMTRI)
The University of Michigan Transportation Research Institute (UMTRI) conducts many biosciences research like this that collects data on body strength, body shape, etc. This information is utilized to inform product design and analyze data on a wider scale, ultimately offering solutions to facilitate the efficient transportation of people, goods, and services.
The Problem
What obstacles prevent broader participation in the study?
The major problem was identified after conducting user interviews with parents with kids and the general public.
Research Coordinator:
Research coordinator did a fantastic job of engaging participants once they sign up, leading to participants seeking to join additional studies. This shows us that the general public are potentially interested in these studies if they can experience it themselves.
Is there a way to raise the public's interests in biosciences studies and increase their willingness to sign up?
Can we help UMTRI have something in place in early-stage engagement like online and in-person recruitment?
UMTRI Field Trip
With these questions in mind, we conducted a field trip to UMTRI’s lab space to get ourselves familiar with how these studies are conducted and identify opportunities to get the general public interested in their studies.
Top down and left right: 1) strength test 2) general instructions 3) jump test 4) grip strength test
We were led by two seasoned research coordinators who have decades of experience in recruitment and user engagement. We were introduced to the reach process, each device, tasks, and safety etc. for two big ongoing studies at the center right now – the child strength study and child body shape and size study.
The biggest takeaway from the field trip is:
All of the above evidence shows that actually there is great potential for the general public to be interested and involved in these studies once the tasks and space are well visualized.
How might we spark the general public's interest in biosciences research and give them a sense of the lab space and tasks?
Brainstorm Solutions
Visualize the Research Study Environment Through…
Short introductory video to introduce the lab space and tasks
Video is a good format for visualizing the lab space and tasks.
The pros are it is low cost and helps people see the real environment.
The cons are it is pretty passive lecturing and lacks interactivity and self-exploration.
AR / VR educational app
AR/VR technology can be a good way for visualization and education purposes. This is often used in education materials development.
As our target audience is parents, we rely on their ability to convey information to their children. Yet, we must balance gamification with research seriousness to adhere to IRB regulations. The key question is: will users download a standalone app for research studies?
WebVR Technology
WebVR enables researchers to access projects remotely, facilitating easy sharing of research objectives and essential elements. It allows educational content to be accessed across various devices like laptops, tablets, and smartphones, eliminating the necessity for costly VR headsets and broadening accessibility to a larger audience.
Design Decision
What is the most efficient digital platform?
WebVR Technology
Ideate
Idea Sketch
Use-Case Scenario
01 In-person recruitment (At a community event etc.)
UMTRI has set up a booth at an event to familiarize people with its work and encourage participation in their research studies.
At the time people are curious about what’s it like when participate in the study, we offer them to view our developed WebVR experience and learn more about UMTRI research facilities.
Users enter the WebVR environment to freely explore laboratory spaces and study settings, observing the impact after participating in the study.
2. Online recruitment (Social Media ads etc.)
UMTRI posted a specific study recruitment information on an online platform. People are wondering how the study was conducted and what research equipment was used.
At this time, we could attach the WebVR link for people to familiarize themselves with that research study and lab space.
As users enter the space, equipment not currently utilized in the study is greyed out. This allows users to gain a general understanding what tasks are involved in the specific study.
They can always navigate back to the standard research space and interact with other study facilities as needed.
Initial Sketch of WebVR Experience
Here is a initial idea sketch of the entire experience from a top view.
(The actual perspective could be imagined as if we are the figure depicted in purple in the sketch.)
Upon entry, users see a "Welcome to UMTRI" page with instructions.
The VR environment mirrors UMTRI's lab layout with slight differences.
Each room hosts a study with equipment in place and participants engaged.
Users can explore ongoing research and interact with equipment for details.
Unused equipment in a study is greyed out for clarity.
High-Fidelity Design
Design Solution
01 The Journey Begins by Entering the WebVR Environment
Upon entering the WebVR space, users are greeted with a welcome message that explains the purpose of the site, accompanied by audio support.
After the initial welcome, users receive detailed instructions on navigating the space, especially helpful for those new to the experience.
02 Navigate Through the Research Facility and Enter a Study Room For Further Exploration
The space consists of numerous study rooms lining the hallway. Users can easily identify each room's purpose, and standing in front of a room allows them to enter and observe how each study is conducted.
[ Design Rationale ] We opted for this design to closely replicate UMTRI's actual layout, ensuring participants feel familiar and comfortable when they engage in studies.
03 Experience Full Immersion in the Authentic Study Room Setting
Users enter the study room space, finding equipment laid out exactly like the real setting, tailored to each study. Interactivity is enabled by standing in front of equipment marked with a shining circle.
[ Design Rationale ] Viewing the authentic room setting helps users comprehend how each study is conducted and which equipment is utilized which could reduce confusion and enhance understanding.
04 Observe Animated Figures Demonstrating How to Interact With the Testing Equipment
Upon entering the shining circle in front of the equipment, users encounter an animated figure demonstrating interaction methods for each equipment during the research study. Additional detailed information can be accessed by clicking on the side panel.
[ Design Rationale ] During user interviews, parents expressed concerns about equipment safety. A clear demonstration could alleviate their concerns, ensuring peace of mind when their children participate in the study.
WebVR Prototype
To enhance visualization and enable user interaction, we're developing the WebVR Space. It will be available for interaction once development is complete.
Social Impact
01 Empower the general public to understand biosciences research and researchers to communicate biosciences research
02 Increase accessibility to research information for users with different literacy levels
03 Increase public engagement in scientific research endeavors
04 Provide a versatile solution that can be used in both online and in-person recruitment
05 Provide a scalable and cost-effective solution that can be used in large national study recruitment
User Feedback
User Testing Feedback
We did usability testing with 5 users on the 3D prototype.
All users feel
The flow is clear and easy to understand,
WebVR increases their understanding of tasks and space,
Make them feel engaged.
Some feedback on improvement:
Increase maneuverability in 3D space
Need more salient visual cues to indicate what devices are interactable
Make the environment more inviting and child-friendly
Avoid jargon in interface design
Next Steps
Conduct more testing in diverse population and iterate design based on feedback
Create documentation on how to maintain and update the tool for UMTRI’s developer team
Reflection
Takeaways
Navigating an ambiguous problem isn't always straightforward. It often involves tweaking and reframing the issue multiple times due to uncertainties and constraints. The complexity of the problem requires strategic approaches and continuous adjustments throughout the project.
From this experience, I've learned the importance of tackling ambiguity directly and methodically to keep projects on track. Experimenting with small ideas, questioning their feasibility, and iterating continuously are really important. There's no definitive right or wrong; the goal is to find the most suitable solution and ensure efficient user facilitation.
In the midst of confusion and decision-making in the UX process, it's normal to feel overwhelmed. However, as understanding progresses, the path gradually becomes clearer.