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Co-designing virtual reality products : case study at Digia Finland Oy

Havilehto, Olli (2019)

 
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Havilehto, Olli
2019

Tietojenkäsittelytieteiden tutkinto-ohjelma - Degree Programme in Computer Sciences
Informaatioteknologian ja viestinnän tiedekunta - Faculty of Information Technology and Communication Sciences
This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.
Hyväksymispäivämäärä
2019-04-26
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:tuni-201905171754
Tiivistelmä
This thesis validates the use of co-design as a part of virtual reality product development projects. The research focuses on co-designing and prototyping in an organizational setting and the research was carried out as an action design research.

The problem was that the case company had no prior commercial experience from virtual reality market and the competitors had already entered the industry. We introduced the basic virtual reality application possibilities for the employees and formed a robust method for iterating through the different application ideas which arose from the participants.

Product prototypes were implemented with Unity software framework and tested with Oculus Go goggles. The prototype applications were designed for two internal departments: e-commerce and IT service center.

Involving the employees in the co-design process turned out to be a fruitful and positive experience. Prototypes received a good reception and may cause further ventures.

This research does not take a stance on whether research company should or should not enter virtual reality industry but provides experience and a solid basis for further dialogue. Also based on this research it is safe to assume that there is internal interest for both virtual- and augmented reality applications.

Both co-design and prototyping also worked well as parts of virtual reality product development projects. These methods helped the participants to visualize their thoughts and concretize their goals.

“When you are used to look at the world through flat screens it can take a while to be able to understand what you can achieve with the flat screen content when it is released from the restrains of physical borders.” -Interviewee.

The principal of this thesis is Digia Finland Oy, precisely Digia Digital -department.
Kokoelmat
  • Opinnäytteet - ylempi korkeakoulututkinto [42676]
Kalevantie 5
PL 617
33014 Tampereen yliopisto
oa[@]tuni.fi | Tietosuoja | Saavutettavuusseloste
 

 

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Kalevantie 5
PL 617
33014 Tampereen yliopisto
oa[@]tuni.fi | Tietosuoja | Saavutettavuusseloste