A usability evaluation of a metaverse library: A case study of the “Community Virtual Library”

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.

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Publication Details

Journal
Journal of Librarianship and Information Science
Published
2024-12-29
DOI
https://doi.org/10.1177/09610006241307389
Citations
5
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
1.86
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article

A usability evaluation of a metaverse library: A case study of the “Community Virtual Library”

Heesop Kim, Yeonhee Kim, Yumi Kim, Nuri Kwon
5 citations
Journal of Librarianship and Information Science
Virtual Reality Applications and Impacts
1.86
article

A usability evaluation of a metaverse library: A case study of the “Community Virtual Library”

Heesop Kim, Yeonhee Kim, Yumi Kim, Nuri Kwon
article en
5 citations

Abstract

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.

Journal of Librarianship and Information ScienceVol. 58(1)
Kyungpook National University (KR), National Assembly Library (KR)
Quality Education
Openalex Percentile: Top 14%
Virtual Reality Applications and Impacts
1.86
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