TY - JOUR
T1 - A usability evaluation of a metaverse library
T2 - A case study of the “Community Virtual Library”
AU - Kim, Yumi
AU - Kim, Yeonhee
AU - Kwon, Nuri
AU - Kim, Heesop
N1 - Publisher Copyright:
© The Author(s) 2024.
PY - 2024
Y1 - 2024
N2 - The purpose of this case study is to examine the usability evaluation of the metaverse library, with a central focus on designing around the needs of library users. To achieve this, our study delved into the usability of one such platform, the Community Virtual Library (CVL), focusing on aligning its features with user needs. We assessed the CVL based on Jacob Nielsen’s usability criteria: satisfaction, memorability, learnability, efficiency, and error tolerance, through specific tasks. Our methodology combined interviews, observations, and the System Usability Scale (SUS) to fully grasp the user experience. Furthermore, we explored users’ emotional responses using the Pleasure-Arousal-Dominance (PAD) model, enriching our understanding of their interaction with the platform. Throughout the analysis, we found that participants with metaverse experience showed higher success rates and spent less time on tasks compared to those who did not have such experience. Notably, while the tasks for learnability, focusing on basic functionalities, demonstrated relatively shorter durations, the slightly more intricate efficiency tasks took twice as long, regardless of metaverse familiarity. However, tasks for memorability, involving repetition of efficiency tasks, showed a marginal reduction in task duration. This underscores the potential to enhance usability and efficiency through education and learning initiatives. Meanwhile, the analysis indicated a high level of arousal according to the PAD model, underscoring the metaverse’s appeal in providing unrestricted access to diverse media and creating an engaging and novel environment. This study is expected to contribute significantly to evaluating and improving the usability of metaverse libraries, ultimately increasing user satisfaction and encouraging continued usage. By identifying areas for improvement through comprehensive assessments, we anticipate fostering a more enjoyable and efficient user experience within these virtual library environments.
AB - The purpose of this case study is to examine the usability evaluation of the metaverse library, with a central focus on designing around the needs of library users. To achieve this, our study delved into the usability of one such platform, the Community Virtual Library (CVL), focusing on aligning its features with user needs. We assessed the CVL based on Jacob Nielsen’s usability criteria: satisfaction, memorability, learnability, efficiency, and error tolerance, through specific tasks. Our methodology combined interviews, observations, and the System Usability Scale (SUS) to fully grasp the user experience. Furthermore, we explored users’ emotional responses using the Pleasure-Arousal-Dominance (PAD) model, enriching our understanding of their interaction with the platform. Throughout the analysis, we found that participants with metaverse experience showed higher success rates and spent less time on tasks compared to those who did not have such experience. Notably, while the tasks for learnability, focusing on basic functionalities, demonstrated relatively shorter durations, the slightly more intricate efficiency tasks took twice as long, regardless of metaverse familiarity. However, tasks for memorability, involving repetition of efficiency tasks, showed a marginal reduction in task duration. This underscores the potential to enhance usability and efficiency through education and learning initiatives. Meanwhile, the analysis indicated a high level of arousal according to the PAD model, underscoring the metaverse’s appeal in providing unrestricted access to diverse media and creating an engaging and novel environment. This study is expected to contribute significantly to evaluating and improving the usability of metaverse libraries, ultimately increasing user satisfaction and encouraging continued usage. By identifying areas for improvement through comprehensive assessments, we anticipate fostering a more enjoyable and efficient user experience within these virtual library environments.
KW - Case study
KW - Community Virtual Library (CVL)
KW - metaverse library
KW - Pleasure-Arousal-Dominance (PAD)
KW - System Usability Scale (SUS)
KW - usability evaluation
UR - http://www.scopus.com/inward/record.url?scp=85213501712&partnerID=8YFLogxK
U2 - 10.1177/09610006241307389
DO - 10.1177/09610006241307389
M3 - Article
AN - SCOPUS:85213501712
SN - 0961-0006
JO - Journal of Librarianship and Information Science
JF - Journal of Librarianship and Information Science
ER -