=Paper=
{{Paper
|id=Vol-2082/paper_9
|storemode=property
|title=Design Recommendations for HMD-based Assembly Training Tasks
|pdfUrl=https://ceur-ws.org/Vol-2082/paper_9.pdf
|volume=Vol-2082
|authors=Stefan Werrlich,Phuc-Anh Nguyen,Austino-Davis Daniel,Carlos Emilio Franco Yanez,Carolin Lorber,Gunther Notni
|dblpUrl=https://dblp.org/rec/conf/chi/WerrlichNDYLN18
}}
==Design Recommendations for HMD-based Assembly Training Tasks==
AR in the Industry SmartObjects '18, in conjunction with CHI '18, Montreal, Canada Design Recommendations for HMD- based Assembly Training Tasks Stefan Werrlich Carlos Emilio Franco Yanez Abstract BMW Group University ITESM In the last few years, head-mounted displays (HMDs) Stefan.Werrlich@bmw.de cyfranco19@hotmail.com received a growing amount of attention by the scientific community, especially in the industrial domain. Due to its possibility to work hands-free while providing the Phuc-Anh Nguyen Carolin Lorber user with necessary augmented information, HMDs can BMW Group BMW Group enhance the quality and efficiency of assembly and Phuc-Anh.Nguyen@bmw.de Carolin.Lorber@bmw.de maintenance tasks. Offering tailored information requires knowledge about how to design and present augmented reality (AR) content. However, design Austino-Davis Daniel Gunther Notni guidelines especially for assembly training tasks as well BMW Group Technical University Ilmenau as usability evaluations are very limited. In this paper, Austino-Davis.Daniel@bmw.de Gunther.Notni@tu-ilmenau.de we want to overcome this limitation by introducing an application as well as 10 design recommendations for HMD-based assembly training tasks. Furthermore, we execute a user study with15 participants using an engine assembly training task to evaluate the software usability and present results from the system usability Copyright © 2018 for this paper held by its author(s). Copying permitted scale (SUS) questionnaire, the AttrakDiff as well as the for private and academic purposes. NASA task load index (NASA-TLX) questionnaire. Author Keywords Augmented Reality; Assembly; Evaluation; Head- Mounted Displays; Training; Usability. ACM Classification Keywords H.5.2 [Information interfaces and presentation (e.g., HCI)]: User Interfaces 58 AR in the Industry SmartObjects '18, in conjunction with CHI '18, Montreal, Canada Introduction section 6. A brief discussion and summary follows at Augmented Reality (AR) becomes a part of our daily the end of this paper in section 7. lives. Several applications for smartphones and tablets are already being used by millions of people. Related Work Augmented information are designed to improve Design Guidelines are helpful advices for developers communication, enhance human skills and some of and designers. They provide instructions on how to them are just for fun. Hand-held devices and projectors adopt specific design principles such as controllability, are typically used to display superimposed information learnability or customizability. Software design [1]. In the last years, head-mounted displays (HMDs) recommendations such as the DIN EN ISO 9241-110 received growing interest by researchers in the [5], Shneidermans 8 Golden Rules of Interface Design industrial domain because they offer a hands-free [6] and the 10 usability heuristics for user interface usage and help to increase the quality and efficiency of design by Jakob Nielsen [7] are often used for general assembly and maintenance tasks [2; 3]. In order to software development. Specific guidelines for design a suitable AR application for manual procedural projection-based AR are presented by Funk [8]. Eight tasks, researchers have to know the optimal principles, i.e. hands-free usage and personalized information visualization for different devices. Our feedback, were gained during a four year project using research is focusing on assembly training tasks because assistive systems for impaired workers. Further specific they are very important for the automotive industry. recommendations, especially for assembly and Well executed training must be designed efficiently to maintenance training tasks were published by Webel ensure a good knowledge transfer whereby optimal [9]. Principles such as mental model building, haptic process and product quality is guaranteed. However, hints, visual aids and passive learning were introduced design guidelines for HMD-based applications as well as and focused on acquiring assembly and maintenance comprehensive usability evaluations are still missing skills which is our focus as well. However, until now it is [4]. We want to close this gap by providing the still uncertain how to visualize augmented information following contributions. The second section aims to give efficiently using head-mounted displays (HMDs). a brief overview of the related work. Our patented Scientific contributions in that field are very rare and application is introduced and described in section 3. We limited to just a few [10]. We want to overcome this aim to set this application as the optimal standard for limitation by giving a first suggestion in the next information visualization using HMDs for assembly chapter. training tasks. We execute a user study with 15 participants to assess the usability of our application. Application Detailed information about the experiment are given in This section provides a brief overview of our patented section 4 and section 5. Due to our gained knowledge application. We describe the relevant functionalities and during the application development and assessment, show our user interface design. The application was we extrapolate and present 10 design created using Photoshop for the interface design and recommendations for HMD-based assembly training in Unity3D for the front-end programming. This 59 AR in the Industry SmartObjects '18, in conjunction with CHI '18, Montreal, Canada multimodal application consists of six features with 12]. We added an animated arrow to visualize the end intuitive icons (Figure 1). of the tunnel. The user can use this augmented tunnel to find the correct parts in the shelf. This solution avoids picking mistakes and improves the training performance due to part search no longer being required. Another feature provides superimposed animated 3D information using an outline shader (Figure 4). The outline visualization is sufficient to recognize the part’s geometry and position. Additional Figure 2: Superimposed 3D data arrows show the screw positions. We highly of an engine part visualized using recommend this visualization technique because it a head-mounted display. allows to assemble the relevant part without any superimposition problems. A visualization such as in Figure 2 may affect the assembly process because the real part is hard to recognize due to the strong color rendering. Figure 1: User Interface for assembly training tasks using head-mounted displays. 3D feature is activated. The last feature is a video (Figure 5) whereby the user The trainee can choose between six modalities for each receives detailed information about the current task. assembly step. A sound feature provides clear auditory Watching a video with an HMD observing someone instructions about the current task. Another feature performing a task facilitates task transfer. We designed Figure 3: Augmented Tunnel visualizes superimposed static 3D data of the the video feature similar to a regular video player. A Guidance for picking tasks. play and pause button enables the user to have corresponding part (Figure 2). This feature may help to learn the position and orientation of the related part. complete control over the feature. The progress bar When selecting a feature, the icon-color changes to supports the user in building a mental representation of green and a click sound occurs which gives the user an the task. Additional context information such as a immediate feedback of his action. Every feature can be progress bar in the middle of the interface as well as activated and deactivated by either clicking or using the the task overview when selecting the brand icon (Figure voice command ‘select’. 6) supports mental model building and strengthens the training transfer. The user receives information about The text feature provides annotations about the current the finished, the upcoming and the current task. Users task showing the relevant parts, the activity (e.g. are further able to switch between the assembly steps assembly or plug), the associated materials such as either by clicking the left or right arrow as well as using Figure 4: 3D part visualization using an outline shader and screws and the needed tools. We also implemented a the task overview or using the voice commands ‘next’ arrows to highlight the screw Bezier-curve (Figure 3) which was found to be a good and ‘back’. This concept offers user control and avoids positions. solution for picking guidance in previous studies [11; 60 AR in the Industry SmartObjects '18, in conjunction with CHI '18, Montreal, Canada a simple step-by-step guidance which is not favorable active and the user is able to continue the assembly for training tasks. procedure. We used this approach because it offers several advantages. Backward fading can decrease the According to the concept of learning introduced by Fitts cognitive workload, enhance the learning transfer and and Posner [13], we structured our application using improves the initial performance of manual procedural different learning stages. Information are gradually task [15]. reduced during the training. All features are available in the tutorial level. The first level is made for exploring Evaluation the task, the application as well as familiarizing with We conducted a user study with 15 participants to Figure 5: Augmented Reality video player for assembly training using a HMD. Two features with the strongest guidance evaluate the usability of our HMD-based software for tasks. were blocked in the beginner level. The augmented assembly training tasks. This section describes the tunnel and the outline features were equipped with a study design, explains the procedure, introduces the bolt sign to visualize the restriction (Figure 7). When hardware setup, gives a detailed information about the clicking on one of the restricted feature, the avatar (we participants and reports the results of our named Embly) loses one of its seven lives (Figure 8). measurements. This game-based learning approach aims to motivate the user finishing the task autonomous using the Design available features without killing Embly. Two more To evaluate the usability of our training software for functions, the 3D feature as well as the video function assembly training tasks, we designed an experiment Figure 6: Assembly task are additionally blocked in the intermediate level. Every with three groups and different knowledge backgrounds overview. feature is restricted in the expert level. Only a default in AR and assembly processes (independent variables) audio with information about the underlying task is following a between-subject design recommended by provided for each step. Nielsen [16]. Measuring the usability of a software includes the assessment of effectivity, efficiency and Additionally, we used a single backward fading learning user satisfaction variables [17]. To gather the approach which was found to be effective for learning effectivity of our training software we measured the by Renkl [14]. This means, the last step is faded out in dependent variables assembly (AM) and picking the tutorial level, the last two steps in the beginner mistakes (PM), self-corrected assembly (CAM) and level, the last three in the intermediate level and the picking mistakes (CPM) as well as correction by help for last four steps in the expert level. The user is asked to the assembly (CBHA) and picking (CBHP). We further select the correct part before receiving information verify the backward fading questions (BWF) allocating Figure 7: Restricted User Interface in the Beginner Level. about the task (Figure 9). At this time, all six features either one point (correct answer) or zero points (wrong are blocked. Participants receive a visual (green color) answer). As dependent variable for the efficiency, we and an auditory feedback as soon as they select the measured the tutorial level completion time (TLCT), the right part. The part is marked red in color if the user beginner level completion time (BLCT), the selects the wrong part. Afterwards, all features become intermediate level completion time (ILCT) as well as the 61 AR in the Industry SmartObjects '18, in conjunction with CHI '18, Montreal, Canada expert level completion time (ELCT). Additionally, we Procedure collect user satisfaction data using the extended system Through a public invitation, we acquired five office usability score (SUS) according to Bangor [18] as well employees, five assembly employees as well as five AR- as the AttrakDiff questionnaire [19]. We also used the experts in preparation of our study. All participants NASA Task Load Index (NASA-TLX) to rate the were informed in advance to bring safety boots and perceived workload during the experiment [20]. We safety gloves. We initially made all participants familiar measured six dependent variables, the mental workload with the environment since the test environment and (MWL), the physical workload (PWL), the temporal the assembly task was new for every participant. At workload (TWL), the user performance (UP), the user first, we explained the assistive system and informed Figure 8: User activated a effort (UE) as well as the user frustration (UF). A high every participant that their participation is voluntary. restricted feature wherby Embly cognitive workload may harm the learning process We further told them to inform us whenever they feel loses one of its seven lives. because fewer cognitive resources are available which uncomfortable so we can abort the experiment are needed to store relevant information in the immediately. Afterwards, we explained the purpose of procedural memory. the usability study. After explaining the ambition of the experiment, we measured and adjusted the user’s Apparatus interpupillary distance (IPD) which is important for the For our experiment, we used a Microsoft HoloLens HMD visual quality. Holograms may appear unstable or at an to display our training software, providing all assembly incorrect distance when using an incorrect IPD. We instructions. In contrast to other researchers who used showed how to adjust the HoloLens and started with Figure 9: Embly asked the user low complex Lego Duplo assembly task to evaluate the Microsoft Learn Gestures Application to familiarize to select the correct part using backward fading. their solutions [21], we used a real engine assembly our participants with the interaction modalities. Once task. The test environment was build referring to the the participants felt confident using the HMD, we kindly production workplace (Figure 10). The workplace asked our users to start our training application. All consists of three areas. A shelf area providing all the participants were asked to complete the tutorial level at parts and screws necessary for the assembly process. first, continuing with the beginner, intermediate and All tools can be found in the tool area. The assembly expert levels. Users had to work through 15 assembly area includes a driverless transport system (DTS) steps in each level. The assembly sequence between mounted with a six-cylinder engine. We used an the levels was not modified. Only the provided assembly training task with 15 steps following information were reduced. Between each level, we production specification. The training contains low disassembled the engine back to its initial state. During complexity tasks such as screwing a lifting eyebolt but that time, participants were asked to have a 10 also high complexity tasks such as installing, screwing minutes break. We offered various sweets and soft- Figure 10: Work environment for and plugging a harness. drinks to generate a pleasant break. During the study the engine assembly training. we measured the time for each level, assembly and picking mistakes, self-corrected mistakes, corrections by help as well as the backward fading questions. To 62 AR in the Industry SmartObjects '18, in conjunction with CHI '18, Montreal, Canada measure the training time between each assembly we SD = 0.00) and medium experience with assembly paired our application with a database using a WiFi processes (M= 2.00; SD = 0.63). All participants were internet connection. This approach guarantees a capable to understand, read and write the German reliable data collection. After finishing the fourth and language since the entire auditory instructions provided last level, participants were asked to rate the training by our software as well as the questionnaires were in software using three established questionnaires. We German. used an extended SUS to evaluate the usability of our software. Participants had to finish a 10 item Results questionnaire using a five options Likert scale ranging There was no significant difference between the from strongly agree to strongly disagree. The second assembly training times (Table 3). The Shapiro Wilk Table 1: Assembly mistakes questionnaire (AttrakDiff) aims to determine the Test showed a normal distribution for TLCT, ILCT and during the assembly training pragmatic and hedonic quality. The questionnaire was ELCT and non normal distribution for BLCT (p=.02). We using HMD-based instructions. finished with the NASA-TLX to assess the cognitive used a one way ANOVA which showed no a statistically workload during the training. significant difference for the TLCT (F(2,12)=.478; p=.631) and ELCT (F (2,12)=1,189; p=.388). The ILCT Participants did violate the variance homogeneity (p=.034). We invited 15 participants (13 male, 2 female) for our Therefore we used the Welch Test which showed no user study following Nielsen who recommends significant difference for the ILCT (F(2, 7,425)=1,855; performing a usability study using three groups with p=.222). The Kruskall Wallis Test for BLCT also showed five users each [16]. The participants were aged from no significant difference (χ² (2)=.08 ; p=.961) between 21 to 42 (M = 30.06; SD = 6.20). Five of them were the groups. Table 2: Picking mistakes during office employees, five were assembly employees the assembly training using HMD- based instructions. working in the BMW Group production and five were During the study, all three groups made a few errors AR-experts with at least 5 years background in AR. We (Table 1; 2) but there was so significant difference asked each group for their AR and assembly between the groups. The Shapiro Wilk Test did show a background using a five item Likert scale ranging from non-normal distribution for all variables (AM, PM, CAM, Table 3: Average level much experience to few experience. Much experience CPM, CBHA, CBHP). We used the Kruskall Wallis Test to completion times in seconds. were scored with 4 points, few experience with 0 find difference between the variables but the test points. Office employees stated to have no background showed no significant difference for AM (χ² (2)=1,227 ; in AR (M= 0.20; SD = 0.40) and medium experience p=.541), for PM (χ² (2)=1,745 ; p=.418), for CAM (χ² with assembly processes (M= 1.60; SD = 1.35). The (2)=.162 ; p=.922), for CPM (χ² (2)=1,536 ; p=.458), assembly workers had a strong background in assembly for CBHA (χ² (2)=.560 ; p=.756) and for CBHP (χ² processes since it’s their daily routine (M = 3.80; SD= (2)=.126 ; p=.939) between the groups. We also found 0.40) but their knowledge about AR was limited (M = no significant difference for BWF (χ² (2)=3,960 ; 0.40; SD = 0.49). In contrast to that, all AR-experts p=.138). stated to have a strong background in AR (M = 4.00; 63 AR in the Industry SmartObjects '18, in conjunction with CHI '18, Montreal, Canada We used the NASA-TLX to measure the mental Design Simple. workload during the experiment but there was no We highly recommend to use a simple, clear significant difference for the six subscales between the understandable, consistent application design. Low groups. The Shapiro Wilk Test did show a non-normal complexity designs and uniform colors help to reduce distribution for PW (p=.029) and TWL (p=.038). The the cognitive workload which improves the training Kruskall Wallis Test showed no significant difference for transfer. However, visual complexity increases the PW (χ²(2)=1,831; p=.40) and TWL (χ²(2)=2,964; brain activity and therefore the cognitive workload p=.227) between the groups. The variables MWL, UP, which harms the procedural memory. UE, UF showed a normal distribution and the one way ANOVA showed no a statistically significant Enable users to control the software. difference for MWL (F(2,12)=2,406; p=.132), for UP Guiding a user step-by-step through a procedural task (F (2,12)=.421; p=.666), UE (F (2,12)=2,983; improves the initial performance but may have an Figure 11: AttrakkDiff result with p=.089), UF (F (2,12)=.097; p=.908). adverse effect on the training transfer. Users might not a pragmatic quality of 1.63 and a be able to repeat a task without having the support hedonic quality of 1.40 for n=15. The results from the SUS also showed no significant from an assistive system. Instead of just guiding a user difference (F(2,12)=.425; p=.663) between the groups. through a task, they should have full control of the Nine participants stated that the application was application. Users are able to activate and deactivate ‘excellent’, six of them said it was ‘good’. The SUS different features, switching between next and previous showed an average score of 90.5 (M= 90.5; SD= 4.76) assembly steps as well as different levels of difficulty at which indicates a high user satisfaction. Additionally, any time, when using our software. This allows users to we asked all participants to rate the hedonic (HQ) and work self-paced without feeling like a robot. pragmatic quality (PQ) of our software using the AttrakDiff questionnaire. Results indicate a PQ of 1.63 Provide multimodal feedback. with a confidence of 0.25 and a HQ of 1.40 with a Humans are used to multimodal feedback since it is confidence of 0.38. Users desire this application for provided by a lot of technical systems in our daily lives future use in assembly trainings (Figure 11). (e.g. visual and sound feedback is provided when pressing a button in an elevator). Adapting familiar Recommendations feedback approaches to new technologies such as Based on the experiences we gained from using our HMDs helps to familiarize new users in a shorter HMD-based application with different user groups, we amount of time. Furthermore, the combination of propose 10 recommendations for designing HMD-based different modalities such as visual, auditory or tactile assembly training tasks. We also believe that these feedback can improve the learning transfer through guidelines are generic and easily transferable to other stimulating various human information channels. procedural tasks and different domains (e.g. learning a surgery procedure) which could help designers and researchers to create more meaningful applications. 64 AR in the Industry SmartObjects '18, in conjunction with CHI '18, Montreal, Canada Offer different user modes. Add context information. Providing a wide range of information at the beginning Adding context information can help users to build and of a learning process helps novice users gather strengthen a global picture of a task. Having a strong essential information of the task. Our evaluation mental model of a procedure allows someone to revealed that once users completed the tutorial level, perform a task efficiently without requiring support they become much more familiar in using the software from an assistive system (e.g. HMD). Due to our user modalities as well as performing basic movements study, we recommend using progress bars for which indicates the time improvement in Table 3. At visualizing step-by-step progresses as well as when this point, information should be gradually reduced by implementing video players to present the length of a not frustrating users with too much unnecessary video. A complete task overview was also found to be information. We recommend offering different user helpful by our participants for building a global picture modes ranging from a tutorial to an expert mode using of the assembly training task. various amounts of information. This concept allows completely novice employees as well as experienced Integrate gamification elements. users to use a software product in accordance to their Assembly processes are often boring and monotonous skill level. for many employees. When it comes to learning new procedures, the majority are willing to acquire new User voice interaction. knowledge but they wish more fun during the training Executing manual procedural task requires hands-free since it takes a lot of time and is very serious. Game- usage which is usually realized when using a HMD. based learning approaches which are already Additionally, developers should take into account that widespread in schools for teaching kids might help to extra effort as well as limitations in performing a task improve assembly trainings. Previous studies already should be avoided when designing interaction concepts. stated that providing self-quantified information such Therefore, we suggest using voice interaction due to as errors and time, combined with gamification two facts. Most of the time, users carry parts and tools elements can enhance work processes [23]. Our when performing assembly tasks. They should be able participants revealed that Embly is cute and motivates to interact with the HMD without using their hands them to finish the assembly training successfully. which can be realized using voice interaction. Through Designing our application according to a game was also our study, we also learned that gesture interaction, found to be very enjoyable by our participants. We also especially the HoloLens Airtap was hard for many believe that the attractiveness of assembly jobs can be participants since it’s an unnatural movement. More increased for younger people when providing innovative natural and intuitive gesture interaction concepts may technologies such as HMDs in combination with game- help to overcome this limitation in future [22]. based learning applications. 65 AR in the Industry SmartObjects '18, in conjunction with CHI '18, Montreal, Canada Present multimodal information. when presenting animated 3D parts. While watching a When analyzing the click rates of our application, we looped animation of the assembly process, users are found differences between users and specific user able to install the part simultaneously. Rendering only Table 4: Feature click rates during the assembly training. groups (Table 4). Most of our participants tend to use full-color shader parts while wearing a HMD might traditional, familiar media such as watching a video or bother users executing the assembly process because reading a text. On the other side, some participants real parts are difficult to recognize. Users might tend to also preferred using three-dimensional content. watch underneath the HMD to accomplish the assembly Therefore, providing the opportunity to choose between process. different types of information will help many users finish an assembly task successfully. Additionally, Discussion and Conclusion offering multimodal information can enhance the In this paper, we introduced a novel concept for training transfer. assembly training task using HMDs. According to the requirements for industrial killer applications introduced Build a clean multilayered architecture. by Navab [24], we build a reliable, scalable, user People are familiar working with multilayered mobile friendly killer application for real engine assembly phone applications. Each layer contains different training tasks and described every feature in detail. An information and functionalities. Taking this into account experiment with 15 participants, divided into three when developing applications for HMDs can help novice groups with different skill levels, were executed to users to become adjusted to a new software and evaluate the usability of the software. Results regarding technology very fast. We adapted this approach and effectivity, efficiency and user satisfaction variables designed a clean multilayered software for assembly showed no significant differences between the three training tasks. Only the UI (Figure 1) is visualized groups. One reason for that might be the low number permanently, all other functionalities and information of participants. Therefore, we argue that everyone can are hidden under sublayers, selectable on demand. We use this application, no matter which skill level or recommend using this concept since all of our knowledge background someone has. Due to that fact, participants liked it. we have created a standard tool for assembly training task which ensures a consistent educational result. All Visualize different 3D content. participant enjoyed using the HMD-based application Superimposed three-dimensional content supports proven by the high SUS of 90.5 and the result from the trainees in learning the position and orientation of a AttrakkDiff. Based on the experiences during the specific part as well as improves the spatial perception. evaluation, we proposed 10 design recommendations Providing additional animations not only helps to for HMD-based assembly training. These principles can understand what and where to assemble, it also shows be adopted by other researches to create a successful how to assemble a specific part. Therefore, we training application. Considering future work, we want recommend using different 3D augmented reality to evaluate our application with a larger amount of content. We further suggest using an outline shader participants by measuring the trainer transfer. 66 AR in the Industry SmartObjects '18, in conjunction with CHI '18, Montreal, Canada Acknowledgements [6] Shneiderman, Ben (1998): Designing the user We thank all participants for their unaffordable input and interface: Strategies for effective human- BMW, for helping and providing with the tools, spaces computer interaction. 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