Besides the VR build, we also provided the 2D interactive build from the front view of the glass to reach out to more PC playtesters. 

We designed the survey to focus on collecting more in-depth and qualitative feedback about the interaction design and visual design during users’ experience. And we got 40 testers in total to test our design.

Based on the feedback we collected, we categorized them into each stage of user experience and concluded four goals that guide our design iteration.

We changed the layout inside the main bubble to make the message scrolling fit the circular shape better.
 To enhance the contrast, we added the shadow behind each text bubble. Besides, we added the heart-beat effect in each option bubble and the ripple animation behind the sensor to define the touching area. 
When you put your hand on the sensor, the message would be filled.
 After each selection, it will be sent to the main bubble., and trigger the following message showing how many people have selected the same option.
Besides the moving wave animation in each selection bubble, we use a vivid color palette to draw people’s attention.
We added a jumping arrow above the sensor to let people know where to touch. 
After you press the sensor, the touching area will be filled and become the drops falling into the water. The water level will change and rise a little after each drop.
After the level changes, it will show the short line telling you how many others have selected the same option. It will make the meaning of the number more obvious and comprehensive for the visitors.
We added a rest effect for after each bubble is filled.
We designed the blinking animation to draw people’s attention and indicate where the touching area is.
The token is designed to have different shapes with different colors and sizes. And you can see we added a little icon at the top of the small bubble to correspond to each option. 
After the selection fly to the according bubble, the number in the little icon will change.
We added a rest effect for after each bubble is filled.
We received a lot of helpful feedback from playtesting and soft opening, and had a discussion after with our client about the concerns, and how we could address to them.

You can see from above how we iterated the design for the idle state, visual feedback, and showing the number of input.

Input Visualization

As for concern that the layout and colors may affect the precision of input visualization. We’ve specifically brought it to our client to discuss how we should approach the subject.

During the development process, we presented different film layouts and art styles to the client. Together, we came to the artistic design decision of the circular layout with uneven circles. The design focus is the decision making moments, where it will create reflective learning and take-aways for the visitors from interacting with the system. Our client expected to use the appealing layout to engage and inspire people to think about the topics in identity and cultures by reading through the content and answering the questions.

Hygiene issue with Touch Interaction.

The pandemic was unexpected, and it’s a common question on whether it will change all touch technology. Our client assured us that they will be alert with this issue by either frequently cleaning the surface or attaching a hand sanitizer dispenser nearby.

Since we use light sensors and have the sensitivity threshold adjustable, it’s possible to change the direct touch to distant touch with more testing in the real environment.

Is Template a plus or a restriction?

Another concern is why we designed templates without full freedom. 

We pitched a lot of mechanics design to the client and decided on implementing these three templates to offer an easy start on utilizing our tool. We want the users to focus on creating the contents that initiate people to think, and to reflect. 

The template-based system will provide a platform for future developers and designers with inspirations and the potential for creating more templates and mechanics.

Associations between VR and Real-like Installation

The last concern is the association between VR and Real-life installation is not strong enough.

We were aware of the limitations with VR and has addressed our focus on how VR helped us, and how we used it in play-tests. We also used lots of photos of real location to strengthen the association in our video trailer.

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