SAP

IX ROOM

PROJECT BACKGROUND

The Immersive Room (IX Room) is an innovative way of showcasing all the different projects in SAP through storytelling format and interactive exhibit. This project explores the best way of conducting linear stories for SAP projects to showcase it as one of the projects at Immersive Room. Our report contains project goals, methodologies, interview, and survey questionnaires, etc.Testing with potential users of the immersive room will allow us to understand the best way of presenting SAP projects with diverse personas and user stories.

Research

Research

Our first research goal of the IX Room Usability Testing is to understand overall satisfaction and excitement related to the immersive room experience.

There are six points that were tested:

1. Usability of the room from the speaker’s perspective.

2. Navigation and interaction of the room form the speaker’s perspective.

3. Excitement of the IX Room experience from the audience’s perspective.

4. Overall satisfaction of the IX Room and experience from the audience’s

perspective.

5. Ease of use of the IX Room from both audiences and the speaker’s perspective.

The second research goal is the decision on whether the IX room experience is better than a PowerPoint, video, or lecture presentation.

We are preparing to test if the audience could have

a general understanding of concept of SSI. For our speaker’s aspect, we want to investigate on

how easy or difficult it was to navigate through the experiences (on a scale from 1-5), and to

understand how linear storytelling work together with the IX Room.

METHODOLOGY

The goal of the project is to understand how the IX Room could bring the general understanding of SSI to audiences, and the overall impact of the IX Room. For the testing process, this project will have 15 – 20 participants for linear story testing, it will be 4 group sessions in total, and each IX Room experience session takes about 10 minutes. After the IX Room experience, each participant will receive a Survey Questionnaire with guiding questions (Satisfaction of the experience, understanding of the topics, technical difficulties, interactivity levels, NPS etc.), and this process takes about 5 to 10 minutes per participant. This testing also includes a post interview with questions, that takes about 15 minutes per participant.

FEEDBACKS

1. The most successful immersive room experiences include the audience, transforms the concept into a story, provides visuals, and keeps the sessions short.

Audience: The audience needs to be involved in the story. Participants enjoyed the QR code scan experience embedded into the presentation. They also appreciated when they were able to volunteer to click the wall to see the next set of assets.

Storyline: The product / concept itself needs to become a story for successful implementation in the IX room. Participants felt connected to the characters:

“For storytelling it’s a strong method of getting the customers to involve themselves with the content. Much better than having information thrown at you in a PowerPoint”

Visualizations: Visualizations – including prototypes, videos, and interactive elements – help guide the storyline and make the room more immersive. For example, one participant mentioned how mobile interactions are easier to see in the room. Whether it is an end-to-end user flow or just a desktop screen, it helps illustrate the concept with visuals of the product.

Duration: People preferred shorter experiences, no longer than 15 minutes, preferably 5-10 minutes. It helps to provide a break from longer presentations and meetings, but after 15 minutes participants mentioned they would be too tired or overwhelmed by

the room.

2. Improving the Immersive Room experience requires hardware improvements, including removing the table, more accurate sounds, better positioning and resolution of the assets, and less glitches and lags with the walls.

Removing the table: Most participants felt that the table was distracting and not properly utilized for the room. It caused unnecessary movement around walls. However, participants liked a surface to lean on during longer presentations.

Better Sound System: Participants did not like how the sound was not spatial and that sounds chosen for the experience were not clear enough. However, people did enjoy the sounds and would prefer an experience with sound as opposed to no sound.

Assets Resolution: Some participants referenced the transparency of the assets and the resolutions of some backgrounds as too pixelated. Assets need to be properly placed so overlapping is minimized, yet not too dispersed around walls.

Other Tech Issues: Lastly, participants were frustrated by the lags of Wall 4 and red flashing lights in one presentation. Additionally, some participants felt the room was too small, but mentioned that removing the table would help add more space.

3. Opportunities for inclusion, diversity, equity, and accessibility (IDEA)

1. Light Sensitivity: Dimming the walls that are not being used during the presentation. This effect is like the “spotlight” effect, it helps audiences to keep focus on the speaker and the current presenting wall. The negative of this effect is that audiences might have a difficult time if they want to revisit the previous presenting wall, since everyone have their own reading speed.

2. Location Related: Wonders about if VR related features could be involved in the IX Room experience. It would provoke more immersive ideas and experience, but it would also be high in budget.

3. D&I: More women in powerful roles please! Most of the presentation “casts” are heavily masculine based. People would also love to see more feminine roles that are drilling power tools and a leader of great teams.

SUGGESTIONS

We formed the suggestions for IX Room improvements into three different categories:

  1. Oppertunies for self-guided experiences

  2. Oppertunities for sensory experiences

  3. Oppertunities for inclusion, diversity, equity, and accessibility (IDEA)

1. Opportunities for self-guided experiences

Self-guided experiences would provide more interactions for users in the IX Room, to point back and view the previous screen on their own, better guidance and more intuitive. Self-guided IX Room experience will also depend on the type of use cases.

“Self-guided? Something like an art gallery that could click on a piece and read the description.”

2. Opportunities for sensory experiences

Sounds are significant in an in-person experience like the Immersive Room. It supports audiences to connect themselves with the contents emotionally, and it helps with people who are claustrophobic.

Improving Sound Quality: Better sound quality will improve the entire experience of the IX Room, and less distracting the audiences. Adding Spatial Sound: Spatial sounds will level up the current sound system (sounds randomly coming from a corner), creating a more immersive feeling and experience.

Adding Spatial Sound: Spatial sounds will level up the current sound system (sounds randomly coming from a corner), creating a more immersive feeling and experience.

Smell and Touch as a Sense: Adding smell and sensory touch to the IX Room could help upgrading the experience to another level. It provides realistic feelings of an environment and let audiences feel even more connection with the content or

presentation.

Visual Enhancements: Esthetically having an addition of tunnels, domes & etc. could create an extra immersive feeling and experience.

3. Opportunities for inclusion, diversity, equity, and accessibility (IDEA)

1. Light Sensitivity: Dimming the walls that are not being used during the presentation. This effect is like the “spotlight” effect, it helps audiences to keep focus on the speaker and the current presenting wall. The negative of this effect is that audiences might have a difficult time if they want to revisit the previous presenting wall, since everyone have their own reading speed.

2. Location Related: Wonders about if VR related features could be involved in the IX Room experience. It would provoke more immersive ideas and experience, but it would also be high in budget.

3. D&I: More women in powerful roles please! Most of the presentation “casts” are heavily masculine based. People would also love to see more feminine roles that are drilling power tools and a leader of great teams.

1) Introduction: A short video is played to introduce the context and immerse audiences into the room.

2) Story selection: Audiences can choose one story among options on the selection wall. They can watch and jump into different stories anytime they want. Skipping to the ‘Conclusion’ phase is also possible.

[Photo of the selection wall; audiences can choose one of the personas to see the detailed story]

NON-LINEAR STORY - High-level Overview

We explored different storytelling styles and focused on leveraging the interactivity between audiences and the room. While the linear story follows a predefined storyline told by a presenter, the non-linear story provides audiences with choices to interact with different stories and a self-guided experience.

The non-linear story structure composes three main phases:

1) Introduction

2) story selection

3) summarization or conclusion.

<<— [Figure of the structure of the non-linear story]

[Photo of the sub-chapter selection]

3) Conclusion: This phase summarizes the overall stories for every audience, including those who skipped phase 2 or watched every content.

Benefits and Potentials

1. Self-Guided: The format enables audiences to independently explore the IX room anytime, as the content does not require any speaker or presenter.

2. Modularity: Audiences can choose, watch, and even skip stories, depending on their preference/background/interests.

3. Promoting active engagement: The room leverages interaction and increases engagement by allowing the audience to control the story and interact with walls. It makes audiences to be more active, not passive listeners.

4. Time-efficiency: The format is time-efficient because it provides options to skip while providing crucial information at the beginning and end of the experience.

Post Interview Questions

  • What is your overall satisfaction about this immersive room experience? Any aspects you liked or disliked? 

  • What one behavior do you wish, that could be applied to this experience? If you could wave a magic wand, that you can add or improve anything about this experience, what would it be? Again, it could be anything. 

  • What questions do you have for us about the immersive room? 

Survey Questions

1. On a scale from 1 to 5 (5 as most satisfied, 1 as least satisfied), how satisfied are you with this IX Room experience overall?

2. On a scale from 1 to 5 (5 as most satisfied, 1 as least satisfied), how did you feel about the speaker’s interactions with the wall and table?

3. On a scale from 1 to 5 (5 as most understanding, 1 as least understanding), how is your understanding of self-sovereign identity after the immersive room experience?

4. On a scale from 1 to 5 (5 as most excited, 1 as least excited), how much excitement did you have with the IX Room Experience?

5. Do you prefer this method of learning new topics compared to other methods such as video, PowerPoint, or documentation?

Checkbox options:

- I prefer this IX Room experience.

- I prefer PowerPoints.

- I prefer videos.

- I prefer documentations.

- Others:

6. When do you think it is appropriate to incorporate an immersive experience versus using a PowerPoint or going to a meeting?

7. On a scale from 1 to 10 (10 as most likely, 1 as least likely), how likely are you to recommend the IX Room experience to others?

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