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Virtual Boy Redesign

Nintendo, the world-renowned video game company, developed a Virtual Reality (VR)

gaming system in 1995 called the Virtual Boy (VB) (Figure 1). The system featured a headset in

which a player places their head against the eyepiece to see the display, a stand to elevate the

headset, and a controller. The VB was capable of displaying widescreen stereoscopic 3D

graphics, the first video game system to do so. While the system was revolutionary at the time,

the VB was a commercial failure for various reasons. The Virtual Boy was advertised as a

portable system, despite the system’s height of 8.5 inches with a headset at 10 inches wide, and a

wired controller attached. The VB’s dimensions limited the system’s portability.

The Virtual Boy had potential but the technology beyond the system’s scope. With my love

of Nintendo video game systems and of VR technology, I am going to redesign the Virtual Boy

for modern times taking user requirements into account, with improvements to display, controls,

anthropometry, and work physiology, while also addressing health concerns such as motion

sickness. I have chosen this particular virtual reality system (I apologize if choosing VR is

clichéd) because a portable VR game system was a fresh idea in 1995 that could have been

successful if the system’s flaws fixed, as well as having more to work with beyond controls and

displays. The redesign of the Virtual Boy will be named the Virtual Man (VM).

Stages of life cycle

Front-End Analysis

The VM’s design is user-centered, in which the focus of the system’s design will be the

user, their goals, requirements, preferences, and health when using the system. Environmental

conditions, functions, tasks, and potential constraints will be considered in relation to the user.
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Users. Users are not only the people with an interest in playing video games or in VR

technology, but also anyone who performs maintenance and repairs on the system. The VM will

attempt to account for various users based on anthropometric information, user preference in

play style, purpose of use, potential disabilities, and experience with video games in general.

Potential users include: Jimmy, a 10 year old boy who loves shooter games, Joe, 35 years old,

who likes roleplaying games and playing with friends online, Jane, 65 years old, who likes to

play puzzle games like Tetris, lacks knowledge on technology, and suffers from lower back pain

and arthritis, and Janet, 45 years old VM repair person who uses various tools for repair and

needs easy access to VM hardware.

Function and task analysis. The main purpose of the Virtual Man is to allow users to play

video games in a virtual reality setting, while providing satisfactory stereoscopic 3D graphics

with minimal negative effects. The VM will have internet capabilities through Wi-Fi connection,

allowing users to download games and apps. The VM will contain two cameras for photos and

video recording. The cameras will allow users to see what is in front of them on the system’s

display to make navigation with the headset easier and safer. Users will be able to navigate the

virtual environment through either movement due to motion tracking or the joystick on the

controls. Researchers can use the VM for research purposes and install their customized

simulations for the system. The VM will feature a home menu containing the user’s applications

for selection. For safety, the VM will measure the dimensions of the room the user is in, to

account for obstacles and walls the player will be unaware of. Based on the functions of the

Virtual Man, users will have to perform tasks to use these functions (e.g. start a game, take

pictures, change settings, etc.). A diverse pool of users will be brought in for interviews on how

they use video game and VR systems, and the tasks performed when using these systems.
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Interviews will be conducted in groups and on an individual basis. Users will be allowed to

interact with a Virtual Boy. Here is one interaction: https://youtu.be/OyVAp0tOk5A?t=116.

Please excuse the language. Questionnaires and surveys will be given out to obtain further

quantitative data. Results will be analyzed and considered in the VM’s design.

Environmental analysis. The Virtual Man is portable and can be used anywhere. Users

must account for other people nearby, obstacles (i.e. furniture, tables, and walls), weather, and

location.

User requirements and preferences. User requirements and preferences will be

determined based on results from interviews and questionnaires on gaming and VR use. Overall,

the VM will be: Accessible by users of all ages, expertise, and backgrounds due to the system’s

simple design and user interface, safe to use, minimizing health risks and motion sickness,

intuitive, allowing users to accomplish their goals with ease, immersive and engaging, in order

for the user to experience a feeling of escapism and enjoyment.

Constraints. Because the Virtual Man is portable, the system will not be as powerful as

VR headsets like the HTC Vive. As a result, battery life and computing power will be limited.

Users will be advised not use the headset for extended periods of time, with periodic reminders

to take breaks to avoid negative effects. The VM’s display inside the headset does not allow

users to see their surroundings without turning on the camera. Because the system relies on the

input of the display using both eyes to achieve stereoscopic 3D graphics, users blind in either one

or both eyes will not be able to experience the VM’s immersion. The VM must achieve a balance

between price and quality to appeal to the widest array of consumers.

Iterative Design and Testing


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Varying prototypes of the Virtual Man, which include the headset and controllers, will be

created based on interview and survey results, anthropometric data, and user specifications

collected in the front-end analysis stage. Prototypes of headset and controllers will differ in size,

shape, and user-interface (UI) while featuring some exclusive functions. The goal of each

prototype is to allow users to perform a task safely and easily. Focus groups of potential users

will interact with prototypes and be asked to perform specific tasks (Figure 2) and verbalize

every action they perform when doing a task through think-aloud protocol. The purpose of this

task analysis is to evaluate every action users will take to perform the task in an effort to reduce

the complexity and performance time of the task, while identifying any errors users may have

when performing the task. Users will be given questionnaires and surveys regarding their

experience with the VM prototype and UI, and list any health effects experienced. Fitts’ Law

will be used to measure length of time for target selection when using controllers. Users will be

asked to rank the importance of aspects and features of the VM (e.g. camera, internet

capabilities, size, comfort), as well as list features they would like to see in the finished model.

Implementation of features in the final model will be based on popularity, importance, cost, and

technological constraints. Results from these analyses will be implemented into a redesign of the

prototype and UI. The process will be repeated until product design is complete. A complete

Virtual Man will limit negative health effects, maximize comfort, enjoyment, convenience, and

accessibility, and allow users to perform tasks with ease, regardless of age, experience, and goal.

System Production

The completed design of the Virtual Man headset and controllers will feature an

Acrylonitrile Butadiene Styrene (strong plastic) casing. Price will be at $300. For reference,
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processing power will be similar to that of a tablet computer, with a powerful graphics card to

render the virtual environment without lag.

Headset and display. The original Virtual Boy headset displayed games at a resolution of

384x224 per eye with a black and red monochromatic display that was cheaper to produce than

color display (Figure 3), and did not allow for head or motion tracking (Zachara & Zagal, 2009).

The system’s color scheme and low resolution caused players to experience eyestrain and motion

sickness. The new VM headset features head and motion tracking, allowing for players to look

around their virtual environment, full color display, a resolution of 1366 x 768 per eye,

consistent frame rate to prevent motion sickness, and a field of view of 110 degrees. The

dimensions of the headset are 7.6 x 4.5 x 3.5 inch, weighing at 2 pounds (similar but smaller to

the Samsung Gear VR). Figure 4 shows the design of the outer and inner layout of the headset

(sorry for my crude drawing). The stand was removed for portability. Dual camera lens are

featured for a 3D view when using the camera. Speakers fit comfortably in each ear, but can be

removed to expose ears and allow for the use of alternative sound devices, such as headphones.

A headphone jack is featured. Straps on top and front of the head are adjustable to accommodate

for various head sizes. A slot for game cartridges is present at the bottom of the headset. The

eyepiece is padded for comfort. Users are able to adjust the distance between the lens and the

user’s eyes to account for glasses wearers. The UI (Figure 5) is similar to the UI featured in

recent Nintendo consoles, most notably the Switch Console. The UI’s layout is simple, with

targets close in proximity to avoid clutter. The UI has a monochrome background, making

colored tiles of games and apps stand out more. The game tile is shown first since playing games

is the VM’s main function. Buttons in the lower screen feature symbols associated with their

function (e.g. icon of a camera for the camera function). The cursor is a bright ‘blue’ color for
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saliency. Warnings and Alerts will appear in yellow, orange, and red colors based the urgency of

the alert, as these colors are associated with warnings.

Controls. The VM features left and right hand wireless controllers with a grip and

adjustable wrist strap to prevent the user from dropping the controller (Figure 6). The dimensions

of the controllers are 5 x 1.8 x 1.3 inch, similar to other VR controllers. Controllers contain the

layout of traditional Nintendo controllers, with A, B, X, Y, L, R, start, and home buttons, a

directional pad, and joysticks. The mapping of the buttons are based on mental models of typical

game controllers (e.g. Joystick to move avatar, A and B selecting and cancelling respectively).

Left and right triggers, and motion sensors are new additions. Users will use their thumbs to

press buttons and move joysticks, and index fingers for triggers. The system tracks the position

of the controller, which allows for input through controller movement. Output lag will be

minimal as a result of a fast CPU. Controllers will offer instantaneous vibrational feedback when

selecting a target or receiving an alert.

Implementation and Evaluation

Once the Virtual Man has been released to public consumers, user reviews will be looked

at to determine whether there are any issues to fix, or features to add in future versions of the

system. Usability methods utilized in the iterative design and testing stage (surveys, interviews,

task analyses, etc.) will be repeated for the current model of the VM in order to create an updated

version. The process will be repeated until the next model of the VM has completed

development. Users will also be observed using the VM in their home for an authentic analysis

of system use

System Operation and Maintenance


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Any bugs, errors, or glaring issues (e.g. users are experiencing motion sickness when

using the system) will be identified and fixed. In case of product recall, Users will be able to mail

their VMs to Nintendo for a free repair or new model. Updates and Patches for any software

issues or for new features will be available to download for free. The VM will allow easy access

to internal hardware for anyone performing maintenance.

System Disposal

Users will be able to trade older models in to obtain updated versions of the VM at a

discount. Nintendo will offer free disposal to recycle parts used in the VM or to sell as used.

Anthropometry, Workspace Design, and Work Physiology

Anthropometry

Anthropometric data on height and head circumference will be derived from the CDC’s

Anthropometric Reference Data for Children and Adults: United States, 2011-2014, while hand,

wrist, and grip data comes from the 1988 Anthropometric Survey of U.S. Personnel.

Anthropometric measurements from the 50th percentile will be the focus of the design since this

percentile is the average of the population. Measurements from other percentiles will be looked

at to accommodate various users. Over 1.2 billion people (16% of the world population) play

video games worldwide (Diele, 2013). 56% of video game players are male, while 44% are

female (“The 2015 Essential Facts About the Computer and Video Game Industry”, 2015). 56%

of video game players are 35 years old and under. The system will be designed to accommodate

as wide of a range of the population as possible, despite age, sex, and occupational variability, or

disabilities, as the statistics above suggest that demographic data of players is well distributed.

One of the constraints of VR, which uses displays an image separately in each eye to create the

illusion of depth, is that users who are blind in one or both eyes will not be able to experience the
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illusion of being in a virtual environment. However, visually impaired users will be able to play

games that do not focus on depth with a two dimensional setting. Visually impaired users must

be more cautious, as they can be more prone to head injuries and falls, which increases the risk

of injury when using the headset based on the environment (Manduchi & Kurniawan,).

Principles of Workspace design

Frequency of use principle. The main components of the VM system are the headset, a

primary controller, and secondary controller, which will already be on the user’s head and hands

during use. The user will only see the display while the headset is placed on. The primary

controller, containing the A, B, X, and Y buttons, is recommended to be used by the user’s

dominant hand. Since the controllers are separate, the player can choose which hand each

controller is placed in.

Importance principle. Headset and controllers will be on the user, with the VR display

being the focus of the user’s vision and controllers placed in the user’s hands.

Sequence of use principle. Users will most likely use both controllers simultaneously in

each hand. If the secondary controller is not needed, the user may keep the secondary controller

attached using the strap to their hand, or place the controller in proximity where the user can

reach with their hand.

Consistency principle. The VM headset and controllers can be kept in the box the system

was packaged in when purchased. The user is recommended to keep the headset and controllers

in a case for proximity of components and to avoid damage.

Control-display compatibility principle of colocation. Controllers will be kept with the

headset display. Controllers will also be placed in the case or box based on hand preference

(dominant controller will be placed on right side if player is right handed).


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Clutter-avoidance principle. The control layout uses gestalt principles of proximity, in

which buttons that are related are kept close in proximity, and separate from other unrelated

buttons. Buttons are distinct in shape, texture (joystick is rubber while letter buttons are plastic),

and size, while distant enough to prevent accidental press.

Functional grouping principle. Each hand has an intended purpose. The dominant hand

uses the primary controller to perform actions (e.g. selecting a target) by pressing the letter

buttons grouped together, while the secondary hand uses joystick and directional pad on the

controller the move the user’s avatar or cursor.

Seated versus standing

The Virtual Boy prompted players to hunch over to place their eyes in the eyepiece,

causing shoulder and back discomfort (Figure 7). Users can use the VM sitting or standing in the

position they choose. Use when standing and walking presents higher risk of crashing into

obstacles. The system is portable so there is no designated workspace. Users are recommended to

play the system indoors due to safety and weather concerns. If users navigate their virtual

environment by walking instead of using a controller, their workspace should be free of

obstacles. The VM can alert the user of blatant obstacles (walls or furniture). The recommended

area dedicated to using the VM is 6.2 x 9.8 feet (without obstacles) to accommodate a variety of

users, regardless of anthropometric data. These specifications are similar to the recommendations

presented by the PSVR system. Sitting will provide maximum comfort and safety. Users can

navigate their virtual environment without standing or walking by using the controller’s joystick.

Energy cost

Using the VM does not cost much energy. Users will usually sit or stand while playing,

expending no more than 2.4 kilo calories (kcal) per minute. At maximum, users may expend
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energy at a rate of 3 to 3.5 kcals per minute by walking in the virtual environment and making

gestures with controls. Using the VM controllers is mostly static work, as users may hold the

controllers in a certain position comfortable to them for extended periods of time. As a result,

measuring oxygen consumption would not be relevant. Heart rate and blood pressure will be

used as physiological measures of physical workload. Heart rate may increase if the user is

playing a video game with heavy action sequences in which focus is required in order to

complete the task successfully. Electromyography and subjective ratings can be used to measure

local muscle fatigue caused by static work when using the controls

Energy expenditure and worker capability

While energy expenditure is low, users can suffer muscle fatigue from static positions

when using the controls. Games can prompt users to move their hands and arms in order to

prevent muscle fatigue. If the user has been using the VM for an extended period of time, a

warning can appear on the screen asking if the user would like to take a break. Resting prevents

muscle fatigue, eye strain, and potential motion sickness from extended headset use.
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References

Diele, O. (2013). State of Online Gaming Report. Spil Games. Retrieved from

http://auth-83051f68-ec6c-44e0-afe5 bd8902acff57.cdn.spilcloud.com/v1/archives/ 13 8 4

952861.25_State_of_Gaming_2013_US_FINAL.pdf

Manduchi, R. & Kurniawan, S. (2011). Mobility-Related Accidents Experienced by People with

Visual Impairment. Research and Pratice in Visual Impairment and Blindness, 4(2).

The 2015 Essential Facts about the Computer and Video Game Industry (2015). Entertainment

Software Association. Retrieved from

http://www.theesa.com/wp-content/uploads/2015/04/ESA-Essential-Facts-2015.pdf

Zachara, M., & Zagal, J. P. (2009). Challenges for Success in Stereo Gaming: A Virtual Boy

Case Study. Association for Computing Machinery.


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Appendix A

Figure 1. Photo of the Virtual Boy with controller and cartridges. Taken from: Zachara, M., &

Zagal, J. P. (2009). Challenges for Success in Stereo Gaming: A Virtual Boy Case Study.

Association for Computing Machinery.


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Figure 2. Task analysis on the process of beginning to play a game on the Virtual Man
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Figure 3. Mario Tennis on virtual display. Taken from: Nerdberry. (2015). Mario’s Tennis

Virtual Boy. Nerd Bacon. Retrieved from: http://nerdbacon.com/marios-tennis-virtual-boy/

Figure 4. Outer and inner layout of the Virtual Man headset


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Figure 5. Virtual Man home screen user interface


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Figure 6. Front and back of Virtual Man control

Figure 7. User interacting with the Virtual Boy. Taken from: Zachara, M., & Zagal, J. P. (2009).

Challenges for Success in Stereo Gaming: A Virtual Boy Case Study. Association for Computing

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