Developing the user experience of a simulator for professional drivers
Hämäläinen, Juha (2023)
Hämäläinen, Juha
2023
All rights reserved. This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-202304114992
https://urn.fi/URN:NBN:fi:amk-202304114992
Tiivistelmä
The focus of the research was how to develop the user experience of a logistic simulator that is used in professional driver education. The research objectives were to analyse the user experience through pre-selected simulation exercises performed by users, how the length, difficulty level, feedback, or instructions affects the user experience and how to develop more user-friendly exercises based on the results.
The research was based on the research methods of user experience and the survey was conducted for Creanex simulator users. The questions of the survey were created in cooperation with the author and Creanex Oy. All the participants of the survey were vocational education and training providers in Finland. All the participants did three different exercises and answered the survey after every exercise.
The analyse of the results revealed that the participants were from different age groups. Less than half of the users did play video games more often than weekly or daily and it did not affect their perception of the simulator training. Most of the users read and understood the instructions for the exercises. The duration and the difficulty level were experienced suitable. Most of the users read and understood the feedback and does not want any feedback simultaneously from the simulator or instructor.
The user experience of the simulator can be developed by improving different options on how the instructions are presented to the user. Different learning difficulties must be acknowledged and reducing cognitive load improves learning results. The user should be able to use different options for receiving feedback and to increase motivation of the user, different reward from exercises would be suitable.
The research was based on the research methods of user experience and the survey was conducted for Creanex simulator users. The questions of the survey were created in cooperation with the author and Creanex Oy. All the participants of the survey were vocational education and training providers in Finland. All the participants did three different exercises and answered the survey after every exercise.
The analyse of the results revealed that the participants were from different age groups. Less than half of the users did play video games more often than weekly or daily and it did not affect their perception of the simulator training. Most of the users read and understood the instructions for the exercises. The duration and the difficulty level were experienced suitable. Most of the users read and understood the feedback and does not want any feedback simultaneously from the simulator or instructor.
The user experience of the simulator can be developed by improving different options on how the instructions are presented to the user. Different learning difficulties must be acknowledged and reducing cognitive load improves learning results. The user should be able to use different options for receiving feedback and to increase motivation of the user, different reward from exercises would be suitable.