Reducing Sensory Overload: A Quantitative Study
​This research project explores how our brains process and remember visual information in virtual reality environments, examining the impact of features like color and location on memory and recall, with the goal of informing the design of more intuitive and user-friendly interfaces.

Background and Goals
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The way we process and remember visual information is a fascinating and complex aspect of human cognition, and one that has significant implications for the design of user interfaces. This research project aimed to explore the mechanisms of VWM and feature binding in a VR environment, with the goal of gaining a deeper understanding of how our brains remember and recall visual information.
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​This study investigated the potential of virtual reality (VR) as a tool for researching visual working memory (VWM) and explored how visual features influence our ability to recall relevant information. Specifically, we examined how different visual features, such as color and location, impact memory and recall in a VR environment. Additionally, we sought to determine whether location-based cues can enhance user performance in a delayed matching task, shedding light on the complex relationships between visual features, memory, and recall.
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By delving into the world of VWM, we hoped to gain insights into how different features like color and location impact our ability to process and retain visual information. The potential implications were exciting - could VR be a game-changer for researching VWM, and how could our findings inform the design of more intuitive and user-friendly interfaces?
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At its core, this project was about pushing the boundaries of what we know about human cognition and perception, and using that knowledge to create better experiences for users. By applying UX research skills to this complex problem, we aimed to uncover new insights that could revolutionize the way we design and interact with virtual environments.

UX Research Skills
Throughout this project, I applied a range of UX research skills, including user research, usability testing, and data analysis. I used these skills to inform the design of the VR environment and ensure that it was user-friendly and effective

Design Implications
Our research findings had significant implications for the design of the VR environment. We found that participants performed better when reporting a location feature given a color cue, compared to reporting a color feature given a location cue. This finding informed our design decisions, and we made sure to prioritize location-based cues in the VR environment.
Research Process
To conduct this study, I employed a user-centered approach, starting with a thorough literature review to understand the current state of research on visual working memory (VWM) and feature binding. I then developed a research plan, identifying the key research questions, methodology, and metrics for success.
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Research Questions
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Can virtual reality (VR) be used as a tool to research visual working memory (VWM) and feature binding?
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How do different visual features (e.g., color, location) affect our ability to remember and recall information in a VR environment?
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Can location-based cues improve user performance in a delayed matching task?
Objectives
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To design and develop a VR environment that can be used to study VWM and feature binding
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To recruit participants and conduct a delayed matching task to test the effects of different visual features on user performance
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To analyze the data and draw conclusions about the effectiveness of location-based cues in improving user performance
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A key aspect of the study was to compare the effectiveness of a virtual reality (VR) environment in measuring VWM and feature binding to traditional PC-based methods used in previous research. To achieve this, I designed a between-subjects experiment, where participants were randomly assigned to either a VR or PC condition.
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Within each condition, I also manipulated the type of visual cue used to test user recall. Participants were presented with a set of rings that varied in either color or location, and were asked to recall the specific color or location of each ring. This allowed me to compare user recall for color vs location visual cues, and to examine how the type of cue interacted with the presentation method (VR or PC).
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In the VR condition, participants completed a delayed matching task in a fully immersive VR environment, where they had to memorize a set of rings appearing in various colors and locations. In the PC condition, participants completed the same task on a traditional desktop computer, using a 2D representation of the rings.
Experimental Design

Virtual Reality

Color Cues

PC Screen

Location Cues
​To pilot-test the study, I conducted a small-scale usability test with a subset of participants, which helped me identify and address any issues with the task design, VR environment, or data collection methods. I also made sure to iterate on the design based on the feedback received during the pilot test.
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Methodology
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Participants: Recruit seven participants between the ages of 18 and 31 from the RPTU Kaiserslautern campus. Participants will have no speech, neurological, or perceptual impairments.
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Apparatus: Use a VR headset and a computer to present the delayed matching task
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Procedure:
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Participants will complete a demographics questionnaire and provide informed consent
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Participants will be introduced to the VR environment and complete a practice trial to familiarize themselves with the task. Half of participants complete the task in the VR environment, and the other half complete it on a PC.
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Participants will complete the delayed matching task, which will involve memorizing a set of rings appearing in various colors and locations
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Participants will be presented with a cue (either color or location) and asked to recall the corresponding feature
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Participants will complete a post-study questionnaire to provide feedback on the VR environment and the task
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Data Analysis: Use SPSS and JASP to analyze the data and compare the effects of different visual features on user performance
Resources
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VR headset and computer: Provided by the Cognitive Science Department of RPTU
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Software: Unity, C#, Blender
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Participants: Recruited through flyers, advertisements, and word of mouth
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During the study, I collected both quantitative and qualitative data, including response times, accuracy rates, and self-reported feedback from participants. I used a mixed-methods approach to analyze the data, combining statistical analysis with thematic coding to identify patterns and themes in the data.

Experimental Display, Stimuli, and Environment
Results
​The results of the study showed that participants performed better when recalling location-based cues compared to color-based cues, regardless of the presentation method (VR or PC). However, the VR condition showed a significant improvement in recall accuracy for location-based cues compared to the PC condition. These findings have important implications for the design of virtual environments and user interfaces, and highlight the importance of considering the type of visual cue used to support user recall.
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Throughout the project, I maintained a detailed research log, documenting all aspects of the study, from participant recruitment to data analysis. I also ensured that all data was properly anonymized and stored in accordance with our institution's data management policies.
By following a rigorous and user-centered research process, I was able to collect high-quality data that informed our understanding of VWM and feature binding in a VR environment, and provided valuable insights into the use of visual cues to support user recall. This experience has taught me the importance of careful planning, attention to detail, and iterative design in UX research, and I am confident that I can apply these skills to future research projects.
Visualization of the Data
PC Condition Performance

VR Condition Performance

Discussion
Our study explored how visual features impact visual working memory (VWM) in a virtual reality (VR) environment.
We found that:
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Location-based cues improve user performance in a delayed matching task
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3D stimulus locations play a crucial role in VWM in VR environments
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VR environments are a viable tool for studying VWM
These findings suggest that researchers should consider a broader range of visual features when designing studies and interpreting results e.g. relative location, or texture smoothness versus roughness. By doing so, we can gain a more comprehensive understanding of the complex relationships between visual features, VWM, and recall performance.
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What this means:
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VR environments can be designed to take advantage of 3D stimulus locations to improve VWM
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Considering relative location and texture can help improve recall performance
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Smooth texture can be used to enhance recall performance in VR environments
Next steps
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Further research is needed to explore the complex interactions between visual features, VWM, and recall performance
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Investigating other visual features, such as size and shape, can provide additional insights into VWM in VR environments

Lessons Learned
This project taught me the importance of careful planning and execution in UX research. I learned that even small details, such as the design of the VR environment, can have a significant impact on the user experience. I also learned the value of collaboration and seeking input from experts in other fields.