Extended reality (XR) has the potential to be a differentiator for the U.S. Department of Defense (DoD) in terms of training. XR encourages learners to be engaged in virtual content, embody tasks, and be involved in active learning by “doing.” With the development and implementation of flight and battle training simulations as well as the establishment of XR cross-functional teams for the pursuit of XR training frameworks, the Army, Navy, Air Force, Marine Corps, and Space Force have demonstrated their support for this innovative technology. To make training with XR technologies adoptable, the user interface must have strong usability; it must be effective, efficient, and satisfying for the user. If usability is not considered during design, the training could become difficult to understand, frustrate the user or take more time than compared to traditional training methods, which would nullify the benefits.
This paper details the results from a usability assessment of three different XR applications across multiple devices and defines improvements for enhancing the effectiveness of XR training solutions as well as provides recommendations for the successful use of heuristic evaluation methods. The authors conducted heuristic evaluations using a validated AR/MR heuristic checklist to identify strengths and shortcomings in a variety of XR training applications, including Air Force communications and maintenance operations and DoD and Department of Homeland Security Tactical Combat Casualty Care. The applications were evaluated on both tablet and head worn display. The heuristics used for the evaluations, "The Derby Dozen: 12 Usability Heuristics for AR and MR,” resulted in actionable redesign recommendations that will improve the usability and learning efficacy of these applications. This user-centered design approach can aid developers of XR solutions in producing more effective and engaging training solutions to drive improved learning outcomes and increase readiness across the US military.
Keywords
AUGMENTED AND VIRTUAL REALITY (AR/VR);DESIGN;HUMAN FACTORS;MIXED REALITY;TRAINING;VIRTUAL
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