Citation: Hinricher, N.; König, S.;
Schröer, C.; Backhaus, C. Influence of
Virtual Reality on User Evaluation of
Prototypes in the Development
Process—A Comparative Study with
Control Rooms for Onshore Drilling
Rigs. Appl. Sci. 2023,13, 8319.
https://doi.org/10.3390/
app13148319
Academic Editor: João Marcelo
Teixeira
Received: 15 June 2023
Revised: 12 July 2023
Accepted: 13 July 2023
Published: 18 July 2023
Copyright: © 2023 by the authors.
Licensee MDPI, Basel, Switzerland.
This article is an open access article
distributed under the terms and
conditions of the Creative Commons
Attribution (CC BY) license (https://
creativecommons.org/licenses/by/
4.0/).
applied
sciences
Article
Influence of Virtual Reality on User Evaluation of Prototypes in
the Development Process—A Comparative Study with Control
Rooms for Onshore Drilling Rigs
Niels Hinricher 1,* , Simon König 1, Chris Schröer 1and Claus Backhaus 2
1
Center for Ergonomics and Medical Engineering, FH Münster University of Applied Sciences, Bürgerkamp 3,
48565 Steinfurt, Germany; simon.koenig@fh-muenster.de (S.K.); chris.schroeer@fh-muenster.de (C.S.)
2
Institute of Psychology and Ergonomics, Technical University Berlin, Fasanenstraße 1, 10623 Berlin, Germany;
claus.backhaus@fh-muenster.de
*Correspondence: niels.hinricher@fh-muenster.de
Abstract:
User evaluations of prototypes in virtual reality (VR) offer high potential for products
that require resource-intensive prototype construction, such as drilling rigs. This study examined
whether the user evaluation of a VR prototype for controlling an onshore drilling rigproduces results
comparable to an evaluation in the real world. Using a between-subject design, 16 drilling experts
tested a prototype in VR and reality. The experts performed three different work processes and evalu-
ated their satisfaction based on task performance, user experience, and usability via standardized
questionnaires. A test leader evaluated the effectiveness of the work process execution using a 3-level
rating scheme. The number of user interactions and time on task were recorded. There were no
significant differences in the effectiveness, number of interactions required, perceived usability, and
satisfaction with respect to task performance. In VR, the drilling experts took significantly more time
to complete tasks and rated the efficiency of the VR prototype significantly higher. Overall, the real-
world evaluation provided more insights into prototype optimization. Nevertheless, several usability
issues have been identified in VR. Therefore, user evaluations in VR are particularly suitable in the
early development phases to identify usability issues, without the need to produce real prototypes.
Keywords:
virtual prototype; usability test; virtual reality (VR); oil and gas industry; human–technology
interaction; control room design
1. Introduction
The development of new products with complex human–machine interfaces ideally
follows a user-centered design process [
1
]. In this process, prototypes are iteratively
developed based on user requirements, as evaluated by users in usability tests. However,
prototyping is time-consuming and expensive [
2
]. To reduce these costs, companies use
virtual prototypes at the beginning of their development process [3].
Virtual reality (VR) technology offers the possibility of visualizing and experiencing
virtual prototypes in detail. Users can test and evaluate the prototypes early in the de-
velopment process by simulating the anticipated real-world environment in which the
prototypes will eventually be utilized [
4
]. A literature review by Freitas et al. [
5
] shows that
the application areas of user evaluation in VR are the automotive (37%), engineering (26%),
and academic or unspecified (37%) sectors. In all three fields, VR is primarily applied to
review design. In VR design reviews, the prototype is presented to the development team,
experts, and users in three dimensions, thereby revealing the optimization potential and
improving the efficiency of the development process [6–13].
User testing is one of the most reliable methods for evaluating the usability of a proto-
type. Future users operate the new product and perform typical work processes [
14
]. Initial
studies showed that the results of user testing in VR can be transferred to reality. However,
Appl. Sci. 2023,13, 8319. https://doi.org/10.3390/app13148319 https://www.mdpi.com/journal/applsci
Appl. Sci. 2023,13, 8319 2 of 20
in these studies, the prototypes and products were not tested in a pure VR environment,
but in mixed reality environments [
15
–
18
]. In these tests, virtual environments were mixed
with real controls, such as a steering wheel, because the lack of haptic feedback can limit
the prototype evaluation [19,20].
However, purely virtual prototypes are advantageous, particularly during the early
development phases. Different concepts and combinations of human–machine interfaces
can be tested, independent of control elements or other real content. In addition, user
tests can be performed regardless of location, allowing users anywhere in the world to be
included in testing.
Virtual user tests are particularly useful for complex machines and devices with a high
demand for operational safety, such as control rooms, drilling rigs, and medical devices.
To minimize possible usability issues and the resulting hazards to the environment and
humans, numerous prototypes need to be tested, which results in high development costs
and long development times. However, studies examining complex devices or machines in
VR are scarce. Aromaa et al. [
21
] conducted a user test in VR using a tunnel-boring machine.
In this study, the influence of two different transparency levels of a machine boom on the
work performance was investigated. The findings of the study enabled the identification of
the preferred transparency level among the operators. Bergroth et al. [
22
] investigated the
suitability of VR for evaluating the control rooms in nuclear power plants. The test subjects
rated VR as a suitable means for evaluating the control rooms. However, neither study
validated their results with an evaluation in the real world.
User tests in VR offer high potential for the development of offshore or onshore drilling
rigs, which feature human–machine interfaces comprising various controls and displays.
Onshore drilling rigs are used for deep drilling operations in the exploration for oil, gas,
and geothermal resources on land. A driller is responsible for the drilling process. This
person controls the drilling process from a driller cabin, monitors several displays, and
operates the technical equipment of the drilling rig. Catastrophes such as the Deepwater
Horizon explosion in the Gulf of Mexico show the importance of the user-oriented design
of human–machine interfaces in this industry [23].
Using VR, the number, suitability, and layout of displays and controls can be examined
first in purely virtual tests before real controls are mixed with the virtual content, or before
real prototypes are produced. Prototypes in VR can be changed more easily; therefore, more
prototypes can be tested compared to the traditional user-centered development process.
Overall, there is a lack of studies investigating a product during the development
process to determine whether a purely virtual user test yields comparable findings to a
user test with a physical prototype. The literature review by Gutemberg Junior et al. [
24
]
on the application of VR in product development in the oil and gas industry shows that no
studies exploring user testing in VR are available for this industry.
Therefore, this study is accompanied by a multiyear project to develop a new prototype
for controlling onshore drilling rigs. Figure 1shows the prototype model. The front screen
displays the process-relevant data that must be monitored by the driller. Consoles, such
as joysticks and rotary controls, are controls for operating the various machines on a rig.
Additional controls and functions are available in a newly designed user interface that is
operated with touchscreens. Typical operations performed with the prototype can be found
in the Supplementary Materials (Figures S1–S3).
In this study, user tests were conducted in VR and reality using the prototype shown
in Figure 1. The goal was to investigate whether there were significant differences between
the tests in terms of the number and types of user errors, user experience, user acceptance,
and the time required to perform the work.
Appl. Sci. 2023,13, 8319 3 of 20
Appl. Sci. 2023, 13, x FOR PEER REVIEW 3 of 20
Figure 1. Model of the prototype developed for operating a drilling rig. Displays for process-rele-
vant data are shown on the front screen. The side consoles contain touchscreens and operating ele-
ments for controlling machines and equipment of the drilling rig.
In this study, user tests were conducted in VR and reality using the prototype shown
in Figure 1. The goal was to investigate whether there were significant differences between
the tests in terms of the number and types of user errors, user experience, user acceptance,
and the time required to perform the work.
2. Materials and Methods
2.1. Participants
To investigate whether user evaluation in VR is comparable to that in real-world set-
tings, the prototype was tested by drilling experts in a between-subjects design in reality
and VR. Thus, the drilling experts tested either the real prototype or the virtual one.
The construct validity of VR simulations is typically assessed by comparing the work
processes of experts and novices [25,26]. Therefore, in this study, the VR prototype was
also tested by novices. The novices were students from a university environment. Table 1
presents the data of the participants. All novices were enrolled in a bachelor’s or master’s
degree program with a technical focus at the time of the study, and they reported using
computers daily. None of the participants had any prior experience with VR systems at
the time of the study. Work experience refers to the operation of an onshore drilling rig.
Table 1. Subject data: gender, age, and work experience with operating drilling rigs.
Trial Group Gender m/f [n] Age ± SD [a] Work Experience [a]
VR Drilling Experts 8/0 42 ± 5 12 ± 10
VR Drilling Novice 10/0 26 ± 3 0
Real Drilling Experts 8/0 40 ± 7 9 ± 6
2.2. Experimental Setup
2.2.1. Real Prototype
Figure 2 shows the experimental setup for the user test in real-world settings. The
prototype shown in Figure 1 was manufactured in physical form. User interface mockups
in the form of click dummies were displayed on the touchscreens on the side consoles of
the prototype. The click dummies were created using Adobe XD software (version 36.0,
Adobe XD, Adobe Inc., San Jose, CA, USA), and contained 321 interfaces.
On the front screen, the participants were presented with indicators of process-rele-
vant data. The indicators, predominantly gauges and bar graphs, were also created using
Adobe XD and could be modified in the background depending on the participant’s in-
teractions with Wizard of Oz [27]. The Wizard of Oz technique is an experimental tech-
nique used for simulating systems that are impossible or expensive to implement [28,29].
Figure 1.
Model of the prototype developed for operating a drilling rig. Displays for process-relevant
data are shown on the front screen. The side consoles contain touchscreens and operating elements
for controlling machines and equipment of the drilling rig.
2. Materials and Methods
2.1. Participants
To investigate whether user evaluation in VR is comparable to that in real-world
settings, the prototype was tested by drilling experts in a between-subjects design in reality
and VR. Thus, the drilling experts tested either the real prototype or the virtual one.
The construct validity of VR simulations is typically assessed by comparing the work
processes of experts and novices [
25
,
26
]. Therefore, in this study, the VR prototype was
also tested by novices. The novices were students from a university environment. Table 1
presents the data of the participants. All novices were enrolled in a bachelor’s or master’s
degree program with a technical focus at the time of the study, and they reported using
computers daily. None of the participants had any prior experience with VR systems at the
time of the study. Work experience refers to the operation of an onshore drilling rig.
Table 1. Subject data: gender, age, and work experience with operating drilling rigs.
Trial Group Gender m/f [n] Age ±SD [a] Work Experience [a]
VR Drilling Experts 8/0 42 ±5 12 ±10
VR Drilling Novice 10/0 26 ±3 0
Real Drilling Experts 8/0 40 ±7 9 ±6
2.2. Experimental Setup
2.2.1. Real Prototype
Figure 2shows the experimental setup for the user test in real-world settings. The
prototype shown in Figure 1was manufactured in physical form. User interface mockups
in the form of click dummies were displayed on the touchscreens on the side consoles of
the prototype. The click dummies were created using Adobe XD software (version 36.0,
Adobe XD, Adobe Inc., San Jose, CA, USA), and contained 321 interfaces.
On the front screen, the participants were presented with indicators of process-relevant
data. The indicators, predominantly gauges and bar graphs, were also created using Adobe
XD and could be modified in the background depending on the participant’s interactions
with Wizard of Oz [
27
]. The Wizard of Oz technique is an experimental technique used for
simulating systems that are impossible or expensive to implement [28,29].
The participants were filmed using two cameras (GoPro Hero 5; GoPro Inc., San
Mateo, CA, USA) during the tests. One camera was located above the front screen, and
the participants were filmed from the front. The second camera was positioned behind
the participants, and it filmed their interactions with the controls and touchscreens. The
Appl. Sci. 2023,13, 8319 4 of 20
cameras were connected via Bluetooth to a tablet (Samsung Note 10; Samsung Electronics Co.,
Suwon-si, Republic of Korea). The experiments were conducted in an empty office room.
Appl. Sci. 2023, 13, x FOR PEER REVIEW 4 of 20
Figure 2. Experimental setup for user test in real-world setting: Participants performed tasks with
the prototype. The “Wizard of Oz” changed the indicators on the front screen depending on the
participant’s interactions. The test leader evaluated the execution of the tasks, using a 3-level scale
(Table 2).
The participants were filmed using two cameras (GoPro Hero 5; GoPro Inc., San
Mateo, CA, USA) during the tests. One camera was located above the front screen, and the
participants were filmed from the front. The second camera was positioned behind the
participants, and it filmed their interactions with the controls and touchscreens. The cam-
eras were connected via Bluetooth to a tablet (Samsung Note 10; Samsung Electronics Co.,
Suwon-si, Republic of Korea). The experiments were conducted in an empty office room.
2.2.2. VR Prototype
The virtual prototype was created in the Unity 2020.2.3f1 development environment
(Unity Technologies, San Francisco, CA, USA) and programmed using the C# language
(Microsoft Corporation, Redmond, WA, USA). Visualization was performed using a Valve
Index head-mounted display (HMD) (Valve Corporation, Bellevue, WA, USA), PC with
an i7 processor, and a GeForce GTX 1070 graphics card (NVIDIA Inc., Santa Clara, CA,
USA).
Figure 3 shows the experimental setup for the user test in VR. The participants sat in
an industrial seat that is also used in onshore drilling rigs. An HMD was used to display
the new prototype to the participants. The participants were able to freely interact with
the prototype using controllers (Valve Index). The controllers used integrated sensors to
detect the hand and finger positions, making it possible for the controls to be understood
as in reality. In addition, natural interactions with the touchscreen were possible when the
participants spread their index fingers away from the controller. This was detected by
sensors, and the splayed finger was visualized using VR. Grasping in VR was performed
Figure 2.
Experimental setup for user test in real-world setting: Participants performed tasks with
the prototype. The “Wizard of Oz” changed the indicators on the front screen depending on the
participant’s interactions. The test leader evaluated the execution of the tasks, using a 3-level
scale (Table 2).
2.2.2. VR Prototype
The virtual prototype was created in the Unity 2020.2.3f1 development environment
(Unity Technologies, San Francisco, CA, USA) and programmed using the C# language
(Microsoft Corporation, Redmond, WA, USA). Visualization was performed using a Valve
Index head-mounted display (HMD) (Valve Corporation, Bellevue, WA, USA), PC with an
i7 processor, and a GeForce GTX 1070 graphics card (NVIDIA Inc., Santa Clara, CA, USA).
Figure 3shows the experimental setup for the user test in VR. The participants sat in
an industrial seat that is also used in onshore drilling rigs. An HMD was used to display
the new prototype to the participants. The participants were able to freely interact with
the prototype using controllers (Valve Index). The controllers used integrated sensors to
detect the hand and finger positions, making it possible for the controls to be understood
as in reality. In addition, natural interactions with the touchscreen were possible when
the participants spread their index fingers away from the controller. This was detected by
sensors, and the splayed finger was visualized using VR. Grasping in VR was performed
by spreading all fingers away from the controller, guiding the controller to the joystick, and
then grasping the controller again.
Appl. Sci. 2023,13, 8319 5 of 20
Appl. Sci. 2023, 13, x FOR PEER REVIEW 5 of 20
by spreading all fingers away from the controller, guiding the controller to the joystick,
and then grasping the controller again.
Figure 3. Experimental setup for the user test in VR: participants performed tasks using the VR
prototype. The test leader evaluated the execution of the tasks, using a 3-level scale (Table 2).
The designs on the touchscreen and indicators on the front screen corresponded to
those of the real test. A camera (GoPro Hero 5; GoPro Inc., USA) documented the state-
ments and interactions of the participants during the tests.
2.3. Experimental Procedure
2.3.1. Simulated Work Processes
The central work processes for geological drilling using the rotary drilling method
are “drilling,” “connection making,” and “tripping” [30]. During drilling, a rotating drill
bit mechanically crushes the rock to be drilled through. Subsequently, the crushed rock is
conveyed to the surface using a drilling fluid pumped through a drill string. Torque is
applied by a top drive, which is connected to the drill string, and the drive may be moved
vertically in a mast. The drill string suspended in the mast is typically composed of several
drill pipes with an approximate length of 9 m. After every 9 m (or more) of drilling, a new
drill pipe is screwed onto the drill string. This process is called “connection making”. To
continue the drilling process, the top drive must be reconnected to the drill string. This
process is called “top drive connection”. When the drill bit needs to be changed (for wear
reasons), the drill string is pulled out of the ground step-by-step to sequentially unscrew
the individual drill pipes. This process is called “tripping” [31]. During the drilling pro-
cess, the driller must observe the indicators and adjust the target parameters as necessary.
Figure 3.
Experimental setup for the user test in VR: participants performed tasks using the VR
prototype. The test leader evaluated the execution of the tasks, using a 3-level scale (Table 2).
The designs on the touchscreen and indicators on the front screen corresponded
to those of the real test. A camera (GoPro Hero 5; GoPro Inc., San Mateo, CA, USA)
documented the statements and interactions of the participants during the tests.
2.3. Experimental Procedure
2.3.1. Simulated Work Processes
The central work processes for geological drilling using the rotary drilling method
are “drilling”, “connection making”, and “tripping” [
30
]. During drilling, a rotating drill
bit mechanically crushes the rock to be drilled through. Subsequently, the crushed rock
is conveyed to the surface using a drilling fluid pumped through a drill string. Torque is
applied by a top drive, which is connected to the drill string, and the drive may be moved
vertically in a mast. The drill string suspended in the mast is typically composed of several
drill pipes with an approximate length of 9 m. After every 9 m (or more) of drilling, a new
drill pipe is screwed onto the drill string. This process is called “connection making”. To
continue the drilling process, the top drive must be reconnected to the drill string. This
process is called “top drive connection”. When the drill bit needs to be changed (for wear
reasons), the drill string is pulled out of the ground step-by-step to sequentially unscrew
the individual drill pipes. This process is called “tripping” [
31
]. During the drilling process,
Appl. Sci. 2023,13, 8319 6 of 20
the driller must observe the indicators and adjust the target parameters as necessary. In the
“top drive connection” and “tripping” processes, the driller must simultaneously observe
indicators and operate controls located on the side consoles. Since this study focuses on
interactions between the driller and prototype, the processes “top drive connection” and
“tripping” were simulated.
2.3.2. Real Prototype
At the beginning of the tests, the participants were provided a standardized introduc-
tion to the test procedure and prototype. The controls on the side consoles and indicators
on the front screen were explained to the participants. Subsequently, the participants
performed 20 different introductory tasks, such as “logging in”, “opening inside blowout
preventer” (IBOP), and “displaying camera image of the mast”. These tasks were process-
independent, and were used to test menu structures. All tasks and instructions for the
participants can be found in the Supplementary Materials.
The tripping process was simulated following the introductory tasks. The participants
were asked to pull the drill pipe, set it down, and move the top drive back onto the drill
string. The use cases consisted of 17 tasks (Figure 4). After the tripping process, the “top
drive connection” process was simulated. The use cases consisted of eight tasks (Figure 5).
Finally, participants were asked to repeat the tripping process. The learnability of the
prototype was investigated by comparing two tripping simulations.
After each process execution, the participants completed an after-scenario question-
naire (ASQ) (see Section 2.4.2). At the end of the experiment, the participants filled out the
user experience questionnaire (UEQ) (Section 2.4.3) and system usability scale (Section 2.4.4).
Finally, semi-structured interviews were conducted with the experts (Section 2.4.6).
2.3.3. VR Prototype
The drilling experts in the VR environment were instructed according to the same
standardized procedure as the real-world drilling prototype. Subsequently, the test partici-
pants were shown how to use the controllers in VR to grip the control elements and operate
a touchscreen. The drilling experts operated each control element once. The novices were
shown a video of the basics of the rotary-drilling procedure and work processes to be
carried out in the study, prior to receiving standardized instruction on the prototype and
VR controllers. The subsequent procedure was identical to the user test in the real world.
The test participants completed the questionnaires after removing the VR HMD.
2.4. Measures
2.4.1. Task Success Rate
A drilling expert and usability expert evaluated the performance of the tasks according
to a 3-level rating scheme (Table 2). After the participants completed the test, their ratings
were compared. In case of differences, the video material was reviewed and a rating was
agreed upon.
Table 2. Criteria for assessing task success rate.
Evaluation Description
Good Fast operation without assistance
Error-free execution
Medium Prolonged hesitation before operation
Errors are corrected without indications by the test leader
Poor Execution of the task after assistance of the test leader
For analysis, the ratings were presented as stacked bar graphs (Figures 4and 5). Each
task was rated individually. The bars indicate the relative frequencies of the evaluation
Appl. Sci. 2023,13, 8319 7 of 20
levels (green = good, yellow = medium, red = poor). Subsequently, success rates were
calculated using the following formula (Nielsen [32]):
success rate =∑good +∑medium·0.5
participants·tasks ×100
The calculated success rates were averaged and individually evaluated for each task
and usage scenario.
2.4.2. Satisfaction with the Task Performance
After each usage scenario, the participants completed the ASQ. Participants rated the
following questions with a seven-point Likert scale ranging from strongly agree to strongly
disagree. The scale assigns values ranging from one (strongly agree) to seven (strongly
disagree). For the evaluation, the arithmetic mean of all of the ratings per prototype
was determined.
•“Overall, I am satisfied with the ease of completing the tasks in this scenario”.
•
“Overall, I am satisfied with the amount of time it took to complete the tasks in
this scenario”.
2.4.3. User Experience
User experience was measured using the UEQ [
33
]. The UEQ consists of 26 bipolar
items divided into the following six dimensions:
•Attractiveness: Describes the overall impression of the product.
•
Perspicuity: Describes a user’s feeling that the interaction with a product is easy,
predictable, and controllable.
•Efficiency: Describes how quickly and efficiently the user can use the product.
•Dependability: Describes the feeling of being in control of the system.
•Stimulation: Describes the user’s interest and enthusiasm for the product.
•Novelty: Describes whether product design is perceived as innovative or creative.
Participants rated the items using a seven-point Likert scale [
34
]. Each box on the
Likert scale was assigned a value between
−
3 and +3. +3 corresponds to an adjective
with positive connotation. The scores were averaged per dimension and reported as the
UEQ score.
2.4.4. User Acceptance
User acceptance was measured using the system usability scale (SUS) [
35
]. The SUS is
an effective and simple method for evaluating the user acceptance of a system, and consists
of 10 alternating positive and negative statements. Each statement was given a point
between one and five. Depending on the phrasing of the item (positive/negative), a 5-point
score corresponds to either the statement “strongly agree” or “strongly disagree”. The
results were expressed as a score between 0 (negative) and 100 (positive). This 100-point
scale facilitated the comparison of different products [36].
2.4.5. Number of User Interactions and Time for Use Scenario
To check whether the participants interacted with the prototype comparably in VR
and reality, the number of user interactions and completion times were recorded for each
use scenario. Grasping the joystick, turning the control knob, and pressing a button on the
touchscreen were considered as interactions. The processing time was defined as the time
between reading the use scenario aloud and completing it.
2.4.6. Semi-Structured Interview on Satisfaction with the Prototype
Following the usability tests, semi-structured interviews were conducted with experts.
The interview questions are presented in Table 3. The participants who tested the virtual
prototype remained in the VR environment during the interviews. The interviews were
Appl. Sci. 2023,13, 8319 8 of 20
evaluated using content analysis, according to Mayring [
37
]. Hence, the interviews were
transcribed, and categories were inductively formed. These categories were then quantified.
Potential improvements to the prototype were identified via two workshops with usability
experts (n = 2) and engineers developing drilling rigs (n = 3). Separate workshops were
conducted for the VR and real prototypes.
Table 3. Interview questions.
Category Question
General operation
How do you evaluate the operation?
Which functions are you missing?
Are there functions that would not be directly accessible during
safety-critical moments?
Would you prefer this concept to the previous operating concept?
Touchscreens
How do you like the touchscreens?
Could you read everything on the touchscreens?
Do the touch fields have an appropriate size?
Control elements
How do you like the control elements on the side consoles?
Are there any physical control elements that you would prefer to have
implemented as touch functions?
Are there touch functions that you would prefer to have implemented as
physical control elements?
Iron roughneck
How do you rate the control of the iron roughneck via the touchscreens?
Indicators How do you rate the indicator screen?
Could you read indicators correctly?
2.5. Statistical Analysis
Statistical analyses were performed using SPSS Statistics software (version 27, IBM,
Armonk, NY, USA). A t-test for independent samples was used to examine whether the
experts achieved significantly (
α
= 0.05) different results in the user test when using the VR
prototype compared to the real prototype. Evaluation parameter success rates, ASQ scores,
UEQ scores, SUS scores, number of interactions, and task completion time presented in
Section 2.4 were compared.
To examine construct validity, the t-test for independent samples was used to deter-
mine whether the evaluation parameters differed significantly between the VR drilling
expert and novice groups (
α
= 0.05). However, the differences between the novices in VR
and experts in the real world were not examined.
All of the participant groups performed the tripping process twice. The t-test for
independent samples was used to examine whether the parameter success rates, ASQ
scores, numbers of interactions, and task completion times significantly improved when
performed for the second time (α= 0.05).
3. Results
3.1. Task Success Rate
With the real prototype, the drilling experts achieved a mean success rate of 88
±
12%
when performing the introductory tasks. With the VR prototype, the experts achieved
a success rate of 87
±
14%, while the novices achieved a success rate of 87
±
17%. No
significant differences were observed (p> 0.05). The success rates for each task are provided
in the Supplementary Materials.
Figure 4presents the success rates of the tripping process. The drilling experts achieved
a mean success rate of 91
±
13% with the real prototype. For the VR prototype, the experts
scored a mean success rate of 91
±
12%. The novices achieved a mean success rate of
76 ±18%
with the VR prototype. The difference between drilling experts and novices in
the mean success rate for the VR prototype was significant (p= 0.006). The definitions of
the individual tasks can be found in the Glossary.
Appl. Sci. 2023,13, 8319 9 of 20
Moreover, Figure 4shows that experts had issues with the same tasks in both the VR
and real prototype environments. For example, experts were sometimes unable to extend
the iron roughneck (IR) and adjust its height in both VR and reality (Tasks 7 and 8). An iron
roughneck is a machine used for screwing and unscrewing a drill string. Several novices
had issues in Tasks 9–15. The experts had no difficulty in performing these tasks.
Appl. Sci. 2023, 13, x FOR PEER REVIEW 9 of 20
significant differences were observed (p > 0.05). The success rates for each task are pro-
vided in the Supplementary Materials.
Figure 4 presents the success rates of the tripping process. The drilling experts
achieved a mean success rate of 91 ± 13% with the real prototype. For the VR prototype,
the experts scored a mean success rate of 91 ± 12%. The novices achieved a mean success
rate of 76 ± 18% with the VR prototype. The difference between drilling experts and nov-
ices in the mean success rate for the VR prototype was significant (p = 0.006). The defini-
tions of the individual tasks can be found in the Glossary.
Moreover, Figure 4 shows that experts had issues with the same tasks in both the VR
and real prototype environments. For example, experts were sometimes unable to extend
the iron roughneck (IR) and adjust its height in both VR and reality (Tasks 7 and 8). An
iron roughneck is a machine used for screwing and unscrewing a drill string. Several nov-
ices had issues in Tasks 9–15. The experts had no difficulty in performing these tasks.
Figure 4. Comparison of the success rates for the simulation of the tripping process. The bars indi-
cate the relative frequencies of the evaluation levels (green = good, yellow = medium, red = poor).
Figure 5 lists the success rates of the simulation of the top drive connection process.
The experts achieved a mean success rate of 94 ± 5% with the real prototype. For VR, the
experts achieved a success rate of 95 ± 9%. The novices achieved a mean success rate of 84
± 19%. There were no significant differences (p > 0.05).
Figure 5. Comparison of success rates for the simulation of the top drive (TD) connection process.
The bars indicate the relative frequencies of the evaluation levels (green = good, yellow = medium,
red = poor)
1 Pull drill string out of PWR slips 100% 64% 65%
2 Open PWR slips 94% 100% 80%
3 Pull up drill string 88% 100% 100%
4 Close PWR slips 69% 79% 85%
5 Place drill string into PWR slips 94% 86% 55%
6 Call up IR menu 100% 86% 50%
7 Extend IR 63% 71% 55%
8 Set IR height 63% 71% 50%
9 Close button clamp 100% 100% 95%
10 Unscrew drill string 100% 100% 100%
11 Extend Link Tilt 100% 100% 90%
12 Lower Elevator 100% 100% 70%
13 Open Elevator 100% 100% 75%
14 Activate active float 100% 100% 95%
15 Lower top drive to rig floor 100% 100% 85%
16 Extend and retract Link Tilt 86% 93% 55%
17 Close Elevator 100% 100% 95%
Total: 91% 91% 76%
Tasks Real Prototype Experts VR Prototype Experts VR Prototype Novices
1 Activate TD mode "Spin" 94% 100% 65%
2 Lower TD 100% 100% 50%
3 Close Clamp 94% 79% 95%
4 Activate TD mode "Torque" 94% 100% 90%
5 Open IBOP 88% 100% 95%
6 Activate TD mode "Drill" 100% 86% 95%
7 Open Clamp 88% 100% 100%
Total: 94% 95% 84%
Tasks Real Prototype Experts VR Prototype Experts VR Prototype Novices
Figure 4.
Comparison of the success rates for the simulation of the tripping process. The bars indicate
the relative frequencies of the evaluation levels (green = good, yellow = medium, red = poor).
Figure 5lists the success rates of the simulation of the top drive connection process.
The experts achieved a mean success rate of 94
±
5% with the real prototype. For VR, the
experts achieved a success rate of 95
±
9%. The novices achieved a mean success rate of
84 ±19%. There were no significant differences (p> 0.05).
Appl. Sci. 2023, 13, x FOR PEER REVIEW 9 of 20
significant differences were observed (p > 0.05). The success rates for each task are pro-
vided in the Supplementary Materials.
Figure 4 presents the success rates of the tripping process. The drilling experts
achieved a mean success rate of 91 ± 13% with the real prototype. For the VR prototype,
the experts scored a mean success rate of 91 ± 12%. The novices achieved a mean success
rate of 76 ± 18% with the VR prototype. The difference between drilling experts and nov-
ices in the mean success rate for the VR prototype was significant (p = 0.006). The defini-
tions of the individual tasks can be found in the Glossary.
Moreover, Figure 4 shows that experts had issues with the same tasks in both the VR
and real prototype environments. For example, experts were sometimes unable to extend
the iron roughneck (IR) and adjust its height in both VR and reality (Tasks 7 and 8). An
iron roughneck is a machine used for screwing and unscrewing a drill string. Several nov-
ices had issues in Tasks 9–15. The experts had no difficulty in performing these tasks.
Figure 4. Comparison of the success rates for the simulation of the tripping process. The bars indi-
cate the relative frequencies of the evaluation levels (green = good, yellow = medium, red = poor).
Figure 5 lists the success rates of the simulation of the top drive connection process.
The experts achieved a mean success rate of 94 ± 5% with the real prototype. For VR, the
experts achieved a success rate of 95 ± 9%. The novices achieved a mean success rate of 84
± 19%. There were no significant differences (p > 0.05).
Figure 5. Comparison of success rates for the simulation of the top drive (TD) connection process.
The bars indicate the relative frequencies of the evaluation levels (green = good, yellow = medium,
red = poor)
1 Pull drill string out of PWR slips 100% 64% 65%
2 Open PWR slips 94% 100% 80%
3 Pull up drill string 88% 100% 100%
4 Close PWR slips 69% 79% 85%
5 Place drill string into PWR slips 94% 86% 55%
6 Call up IR menu 100% 86% 50%
7 Extend IR 63% 71% 55%
8 Set IR height 63% 71% 50%
9 Close button clamp 100% 100% 95%
10 Unscrew drill string 100% 100% 100%
11 Extend Link Tilt 100% 100% 90%
12 Lower Elevator 100% 100% 70%
13 Open Elevator 100% 100% 75%
14 Activate active float 100% 100% 95%
15 Lower top drive to rig floor 100% 100% 85%
16 Extend and retract Link Tilt 86% 93% 55%
17 Close Elevator 100% 100% 95%
Total: 91% 91% 76%
Tasks Real Prototype Experts VR Prototype Experts VR Prototype Novices
1 Activate TD mode "Spin" 94% 100% 65%
2 Lower TD 100% 100% 50%
3 Close Clamp 94% 79% 95%
4 Activate TD mode "Torque" 94% 100% 90%
5 Open IBOP 88% 100% 95%
6 Activate TD mode "Drill" 100% 86% 95%
7 Open Clamp 88% 100% 100%
Total: 94% 95% 84%
Tasks Real Prototype Experts VR Prototype Experts VR Prototype Novices
Figure 5.
Comparison of success rates for the simulation of the top drive (TD) connection process.
The bars indicate the relative frequencies of the evaluation levels (green = good, yellow = medium,
red = poor).
The success rates for the second tripping attempt are shown in the
Supplementary Materials
(Figure S6). The experts achieved higher success rates in the second tripping attempt, and
consequently made fewer errors (M
Real
= 93
±
8%; M
VR
= 95
±
9%) in both VR and reality.
This difference was not statistically significant (p> 0.05). The novices had significantly
higher success rates in the second tripping process (p= 0.048; MVR-Nov = 88 ±14%).
Appl. Sci. 2023,13, 8319 10 of 20
3.2. Satisfaction with the Task Performance
Figure 6shows the mean ASQ scores for individual test scenarios. In each scenario,
the experts who evaluated the real prototype were most satisfied with the task performance.
Novices were least satisfied with the task performance, except in the top drive connection
test scenario. The differences between descriptions provided by the experts for both the VR
and real prototypes were insignificant; moreover, the descriptive differences between the
novices and experts for VR were insignificant (p> 0.05).
Appl. Sci. 2023, 13, x FOR PEER REVIEW 10 of 20
The success rates for the second tripping attempt are shown in the Supplementary
Materials (Figure S6). The experts achieved higher success rates in the second tripping
attempt, and consequently made fewer errors (M
Real
= 93 ± 8%; M
VR
= 95 ± 9%) in both VR
and reality. This difference was not statistically significant (p > 0.05). The novices had sig-
nificantly higher success rates in the second tripping process (p = 0.048; M
VR-Nov
= 88 ± 14%).
3.2. Satisfaction with the Task Performance
Figure 6 shows the mean ASQ scores for individual test scenarios. In each scenario,
the experts who evaluated the real prototype were most satisfied with the task perfor-
mance. Novices were least satisfied with the task performance, except in the top drive
connection test scenario. The differences between descriptions provided by the experts for
both the VR and real prototypes were insignificant; moreover, the descriptive differences
between the novices and experts for VR were insignificant (p > 0.05).
Figure 6. Mean ASQ scores and 95% confidence intervals for the statement “Overall, I am satisfied
with the ease of completing the tasks in this scenario”. Significant differences (p < 0.05) are marked
with an asterisk (*).
All of the subject groups were more satisfied with the task performance after the second
simulation of the tripping process (Tripping-2) than after the first simulation. The novices
were significantly more satisfied with the second execution (p = 0.04; M = 3.0 ± 1.0; M = 1.8 ±
0.4).
The drilling experts who tested the real prototype were also most satisfied with the
time required to complete the tasks. The figure for this question can be found in the Sup-
plementary Materials (Figure S4). Except for the test scenario “tripping-1,” the experts
who tested the VR prototype were the most dissatisfied with the time needed to complete
the tasks. Significant differences between the groups could not be identified (p > 0.05).
3.3. User Experience
Figure 7 shows the dimensions of the UEQ and UEQ scores achieved. The experts
rated the VR prototype best; except for the efficiency dimension, the novices rated the pro-
totype worst.
The experts who tested the real prototype rated the efficiency dimension to be signifi-
cantly worse than those who tested the VR prototype (p = 0.05; M
Real
= 1.06 ± 0.58, M
VR
= 1.96
Figure 6.
Mean ASQ scores and 95% confidence intervals for the statement “Overall, I am satisfied
with the ease of completing the tasks in this scenario”. Significant differences (p< 0.05) are marked
with an asterisk (*).
All of the subject groups were more satisfied with the task performance after the
second simulation of the tripping process (Tripping-2) than after the first simulation. The
novices were significantly more satisfied with the second execution (p= 0.04; M = 3.0
±
1.0;
M = 1.8 ±0.4).
The drilling experts who tested the real prototype were also most satisfied with the
time required to complete the tasks. The figure for this question can be found in the
Supplementary Materials (Figure S4). Except for the test scenario “tripping-1”, the experts
who tested the VR prototype were the most dissatisfied with the time needed to complete
the tasks. Significant differences between the groups could not be identified (p> 0.05).
3.3. User Experience
Figure 7shows the dimensions of the UEQ and UEQ scores achieved. The experts
rated the VR prototype best; except for the efficiency dimension, the novices rated the
prototype worst.
The experts who tested the real prototype rated the efficiency dimension to be sig-
nificantly worse than those who tested the VR prototype (p= 0.05; M
Real
= 1.06
±
0.58,
MVR = 1.96 ±0.58
). The UEQ scores corresponded to good and very good user experiences
in all dimensions.
Appl. Sci. 2023,13, 8319 11 of 20
Appl. Sci. 2023, 13, x FOR PEER REVIEW 11 of 20
± 0.58). The UEQ scores corresponded to good and very good user experiences in all dimen-
sions.
Figure 7. Mean scores and 95% confidence intervals of the individual UEQ dimensions achieved by
the different prototypes. Significant differences (p < 0.05) are marked with an asterisk (*).
3.4. User Acceptance
The VR drilling experts group rated the prototype best, with a SUS score of 83.6 ±
15.8. The real prototype achieved an SUS score of 81.1 ± 8.9. The novices rated the VR
prototype with a score of 77.3 ± 13.9. Furthermore, the scores are in the good to very good
range according to Bangor et al. [36]. Significant differences were not identified (p > 0.05).
3.5. Number of User Interactions and Time for Use Scenario
Figure 8 shows the time required by the participants to complete the individual test
scenarios. For the “introduction tasks” scenario, the VR drilling experts group needed 548
s ± 185 s, which is approximately the same time as the group of real drilling experts with
543 s ± 191 s. The novices (t
Nov-VR
) needed significantly more time than the experts (t
Ex-VR
)
for the “tripping-1” test scenario (p < 0.001; t
Nov-VR
= 622 s ± 140 s; t
Ex-VR
= 361 s ± 65 s). Using
the real prototype, the experts were able to perform this scenario most quickly (t
Ex-Real
= 305
s ± 140 s). The “top drive connection” scenario was also performed fastest with the real
prototype (t
Ex-Real
= 118 s ± 40 s). For the virtual prototype, the experts were significantly
slower (p = 0.02; t
Ex-VR
= 182 s ± 47 s).
Figure 7. Mean scores and 95% confidence intervals of the individual UEQ dimensions achieved by
the different prototypes. Significant differences (p< 0.05) are marked with an asterisk (*).
3.4. User Acceptance
The VR drilling experts group rated the prototype best, with a SUS score of
83.6 ±15.8
.
The real prototype achieved an SUS score of 81.1
±
8.9. The novices rated the VR prototype
with a score of 77.3
±
13.9. Furthermore, the scores are in the good to very good range
according to Bangor et al. [36]. Significant differences were not identified (p> 0.05).
3.5. Number of User Interactions and Time for Use Scenario
Figure 8shows the time required by the participants to complete the individual test
scenarios. For the “introduction tasks” scenario, the VR drilling experts group needed
548 s ±185 s
, which is approximately the same time as the group of real drilling ex-
perts with 543 s
±
191 s. The novices (t
Nov-VR
) needed significantly more time than
the experts (t
Ex-VR
) for the “tripping-1” test scenario (p< 0.001;
tNov-VR = 622 s ±140 s
;
tEx-VR = 361 s ±65 s
). Using the real prototype, the experts were able to perform this sce-
nario most quickly (t
Ex-Real
= 305 s
±
140 s). The “top drive connection” scenario was also
performed fastest with the real prototype (t
Ex-Real
= 118 s
±
40 s). For the virtual prototype,
the experts were significantly slower (p= 0.02; tEx-VR = 182 s ±47 s).
Appl. Sci. 2023, 13, x FOR PEER REVIEW 11 of 20
± 0.58). The UEQ scores corresponded to good and very good user experiences in all dimen-
sions.
Figure 7. Mean scores and 95% confidence intervals of the individual UEQ dimensions achieved by
the different prototypes. Significant differences (p < 0.05) are marked with an asterisk (*).
3.4. User Acceptance
The VR drilling experts group rated the prototype best, with a SUS score of 83.6 ±
15.8. The real prototype achieved an SUS score of 81.1 ± 8.9. The novices rated the VR
prototype with a score of 77.3 ± 13.9. Furthermore, the scores are in the good to very good
range according to Bangor et al. [36]. Significant differences were not identified (p > 0.05).
3.5. Number of User Interactions and Time for Use Scenario
Figure 8 shows the time required by the participants to complete the individual test
scenarios. For the “introduction tasks” scenario, the VR drilling experts group needed 548
s ± 185 s, which is approximately the same time as the group of real drilling experts with
543 s ± 191 s. The novices (t
Nov-VR
) needed significantly more time than the experts (t
Ex-VR
)
for the “tripping-1” test scenario (p < 0.001; t
Nov-VR
= 622 s ± 140 s; t
Ex-VR
= 361 s ± 65 s). Using
the real prototype, the experts were able to perform this scenario most quickly (t
Ex-Real
= 305
s ± 140 s). The “top drive connection” scenario was also performed fastest with the real
prototype (t
Ex-Real
= 118 s ± 40 s). For the virtual prototype, the experts were significantly
slower (p = 0.02; t
Ex-VR
= 182 s ± 47 s).
Figure 8.
Mean time and 95% confidence intervals for completing the different test scenarios. Signifi-
cant differences (p< 0.05) are marked with an asterisk (*).
A comparison of the two tripping simulations shows that all of the groups improved
significantly (pReal-Experts = 0.01; pVR-Experts. < 0.001; pVR-Novices < 0.001). In the second test,
the experts required only 147 s
±
42 s with the real prototype. The experts who tested the
VR prototype were able to perform the second tripping simulation in 203 s
±
53 s. Novices
Appl. Sci. 2023,13, 8319 12 of 20
showed the greatest improvement. The participants required 262 s
±
61 s for tripping in
the second trial using the VR prototype.
Figure 9shows the mean number of interactions required by the participants to
complete the different test scenarios. In all four scenarios, the experts with the real prototype
required the fewest interactions to complete a task. The novices required an average of
55
±
12 interactions, while the drilling experts completed the test scenario “Tripping-1”
with an average of 42 ±9 interactions using the VR prototype. The observed difference is
statistically significant (p= 0.035).
Appl. Sci. 2023, 13, x FOR PEER REVIEW 12 of 20
Figure 8. Mean time and 95% confidence intervals for completing the different test scenarios. Sig-
nificant differences (p < 0.05) are marked with an asterisk (*).
A comparison of the two tripping simulations shows that all of the groups improved
significantly (p
Real-Experts
= 0.01; p
VR-Experts
. < 0.001; p
VR-Novices
< 0.001). In the second test, the
experts required only 147 s ± 42 s with the real prototype. The experts who tested the VR
prototype were able to perform the second tripping simulation in 203 s ± 53 s. Novices
showed the greatest improvement. The participants required 262 s ± 61 s for tripping in
the second trial using the VR prototype.
Figure 9 shows the mean number of interactions required by the participants to com-
plete the different test scenarios. In all four scenarios, the experts with the real prototype
required the fewest interactions to complete a task. The novices required an average of 55
± 12 interactions, while the drilling experts completed the test scenario “Tripping-1” with
an average of 42 ± 9 interactions using the VR prototype. The observed difference is sta-
tistically significant (p = 0.035).
Figure 9. Mean number of interactions and 95% confidence intervals for completing each test sce-
nario. Significant differences (p < 0.05) are marked with an asterisk (*).
Similar to the results for task completion times, all of the subject groups showed im-
provements in the second tripping process. For the second tripping trial, the novices
needed significantly fewer interactions, specifically 38 ± 9, compared to their initial per-
formance (p = 0.002).
3.6. Semi-Structured Interview on Satisfaction with the Prototype
Both the VR drilling experts group and the real drilling experts group rated the op-
eration positively overall (Question 1). Seven of the eight VR drilling experts preferred the
new concept to the previous operating concept. The real prototype was preferred by six
out of eight experts. One expert preferred the previous operating concept. One expert each
in VR and in the real world preferred neither the new nor the old operating concept.
All the participants stated that the control elements had an appropriate size. In re-
sponse to the question “Which functions are you missing?“, six participants who tested
the VR prototype answered “none”. One participant wanted to see the blowout preventer
controls. The participants who tested the real prototype missed a switch to turn the hoist
on and off, an emergency stop button, and an indicator of the equipment status. Half of
the participants in this group stated that no functions were missing or that they would
only be able to answer the question once they had tested the system for a longer period.
Figure 9.
Mean number of interactions and 95% confidence intervals for completing each test scenario.
Significant differences (p< 0.05) are marked with an asterisk (*).
Similar to the results for task completion times, all of the subject groups showed im-
provements in the second tripping process. For the second tripping trial, the novices
needed significantly fewer interactions, specifically 38
±
9, compared to their initial
performance (p= 0.002).
3.6. Semi-Structured Interview on Satisfaction with the Prototype
Both the VR drilling experts group and the real drilling experts group rated the
operation positively overall (Question 1). Seven of the eight VR drilling experts preferred
the new concept to the previous operating concept. The real prototype was preferred by six
out of eight experts. One expert preferred the previous operating concept. One expert each
in VR and in the real world preferred neither the new nor the old operating concept.
All the participants stated that the control elements had an appropriate size. In
response to the question “Which functions are you missing?”, six participants who tested
the VR prototype answered “none”. One participant wanted to see the blowout preventer
controls. The participants who tested the real prototype missed a switch to turn the hoist
on and off, an emergency stop button, and an indicator of the equipment status. Half of the
participants in this group stated that no functions were missing or that they would only be
able to answer the question once they had tested the system for a longer period.
Seven of the eight participants testing the real prototype complained that the IBOP
was not available quickly enough in safety-critical moments. In the virtual test, this was
criticized by only two participants.
Regardless of the prototype tested, all participants rated the touchscreen positively.
The text and images could be read easily by all the participants in both the real and VR
prototypes, and the size of the touchscreen was rated as sufficiently large.
There were differences in the response behaviors between the groups, particularly
in questions regarding the control elements. The question “how do you like the control
Appl. Sci. 2023,13, 8319 13 of 20
elements on the side consoles?” was answered positively by all participants for the VR
prototype. Participants liked the clarity of the consoles. Specific control elements and their
positions were criticized in isolated cases. The participants who tested the real prototype
were also satisfied with the design and clarity of the side consoles. However, individual
control elements were discussed and criticized more intensively.
Control of the iron roughneck was rated good by all participants. In both the VR
and physical prototypes, individual participants doubted the feasibility of the new control
concept for the iron roughneck.
Regardless of the prototype tested, the front screen and indicators displayed on it
were rated positive. In both VR and reality, the most frequent responses referred to the
drillometer (a central indicator for monitoring a hook load). In both groups, 50% of the
participants preferred a larger drillometer with more sensitive and larger pointers.
From the interviews with the participants who tested the real prototype, 13 optimiza-
tion potentials were identified in expert workshops, such as an optimized layout of controls,
indicators, and the design of menu structures. Eight optimization potentials were identified
from interviews with the VR participants.
4. Discussion
4.1. Construct Validity
In this study, user tests were conducted using a new prototype for the control of
onshore drilling rigs in VR and reality. We investigated whether there were significant
differences between the tests in terms of the number and type of user errors, user experience,
user acceptance, and the time required to complete the work processes.
The construct validity of the VR simulation was investigated by testing the VR proto-
type with novices. The novices had significantly more difficulty with the prototype than the
experts (Figure 4). Considering the significantly higher number of interactions (Figure 9)
and the longer processing time (Figure 8), we considered construct validity to be given. If
there were no significant differences in the success rates and task times between experts and
novices, this would indicate that the simulation was not close to reality. An oversimplified
simulation of work processes, for instance, would result in the inability to transfer results,
such as the subjective evaluation of the prototype, to real-world situations.
In addition to testing construct validity, the evaluation of the prototype by novices
provided insights into the learnability of the new operating concept. Novices had signifi-
cantly higher success rates in the second tripping simulation, and required less time and
interaction. This improvement partly resulted from the training effects of the VR. Since
novices had significantly higher success rates and fewer procedural errors, we assume that
the prototype is easy to learn. In a follow-up study, we plan to investigate whether the
learnability of a real prototype is comparable to that of a VR prototype.
4.2. Task Success Rate
Figures 4and 5indicate that the experts had comparable issues in VR and in the
real world. In both VR and reality, the participants had difficulty in controlling the iron
roughneck (Tasks 7 and 8) and closing power slips (Task 4).
There were clear differences in Task 1, “pull drill string out of power slips”. In this
task, the participants pulled the joystick slightly, and the hook load increased. The hook
load was displayed centrally in front of the user via a large round indicator (drillometer).
In the VR environment, three participants forgot to perform the task. This task was not
forgotten in the real prototype. Under certain circumstances, omitting this task can damage
machines, resulting in high costs. We hypothesize that the VR environment led to a decrease
in situational awareness. Situational awareness refers to the state of awareness of one’s
environment, its objects, and possible changes [38,39].
Drillers must maintain a high level of situational awareness to ensure rig safety [
40
,
41
].
However, previous studies have not found significant differences in situational awareness
between VR and reality [
42
,
43
]. Training simulators were tested in these studies. Studies
Appl. Sci. 2023,13, 8319 14 of 20
investigating the situational awareness in user tests for new prototypes have not yet been
conducted. In future VR user tests, situational awareness should be considered and further
investigated using a situation awareness rating technique (SART) [44].
4.3. Subjective Evaluation of the Prototype: ASQ, UEQ, and SUS
Although the experts with the VR prototype were less satisfied with task performance
and the required time (ASQ) than the experts with the real prototype, both the user
experience (UEQ) and user acceptance (SUS) were rated better. However, significant
differences were only identified for the efficiency dimension of the UEQ. The efficiency
dimension was rated significantly to be better by the VR drilling experts group. Since the
VR prototype was operated with controllers and lacked important feedback components
such as force feedback, the operation of the VR prototype was expected to be rated worse.
One reason for the overall higher subjective rating of the prototype could be the
novelty effect [
45
,
46
]. In this effect, participants evaluated new products better, owing to
the novelty of technology, and showed increased motivation. None of the participants
had experienced VR before the test. Further studies should investigate whether the use of
VR leads to bias in the results owing to the novelty effect. For example, a product can be
evaluated by user groups with no VR experience, with little VR experience (<10 h), and
with a lot of experience (weekly use). If the experience with VR systems has a significant
effect on the subjective evaluation of a product, it is an indication of the novelty effect.
Consequently, only participants with extensive VR experience should be recruited for
future VR user tests. This could lead to problems in recruiting participants, and highlights
the need for further studies to investigate whether prior VR training can attenuate the
novelty effect.
Only a few studies have investigated user experience and acceptance of products in
VR and compared them with real products. In a study by Zhou and Rau [
2
], users who
were presented with a product on an HMD rated it significantly better than those who were
shown the product on a monitor. Franzreb et al. [
47
] studied the user experience of three
furnishing products in VR and real-world settings. For two of the three products, there
were no significant differences in the user experience ratings. One product was rated as
significantly better in VR. Overall, the existing literature and our study suggest that the
user experience of products and prototypes tends to be rated better in VR [
48
]. This should
be considered particularly for products where the user experience is crucial for product
success, such as consumer products.
Sonderegger and Sauer [
49
] revealed that participants rated the usability of visually
attractive products to be better. To prevent this, the VR and real prototypes used in our
study were based on the same computer-aided design files. In addition, we ensured that
the color schemes of the two prototypes were identical.
User acceptance of the new prototype was determined using the SUS. The SUS is
used to measure the usability and acceptance of a product. Studies recommend a sample
size of at least 30–35 participants to obtain reliable results [
50
,
51
]; however, to identify
the differences between different products, 8–12 participants were sufficient [
52
]. Owing
to the small sample size and high standard deviation of the questionnaires in terms of
usability, significant differences were not expected between the SUS scores. Nevertheless,
the SUS scores of the novices and experts were relatively close (SUS
Ex
= 83.6
±
15.8;
SUSNov = 77.3 ±13.9
). Simoes et al. [
53
] revealed that novices have difficulties in estimating
aspects such as the size, weight, and material of virtual prototypes. The novices operated
the drilling rig for the first time; therefore, they could not compare the prototype with
existing products. It is unclear whether the prototype convinced the novices, or if the
novelty effect influenced the results.
4.4. Number of User Interactions and Time on Usage Scenario
With the real prototype, the participants required the least amount of time to complete
the tasks. Novices required significantly more time to complete the tripping process. This
Appl. Sci. 2023,13, 8319 15 of 20
difference can be explained by the limited experience of the novices in controlling onshore
drilling rigs. We attribute the differences between the VR drilling experts and real drilling
experts groups to altered feedback modalities in the VR environment. To perform the
tripping process, the participants had to operate joysticks and rotary controls. An important
type of feedback when operating joysticks is the restoring force; the user experiences
resistance when moving the joystick, and can better control the deflection [54,55].
Detent torque is an important feedback for the operation of rotary controls [
56
]. A user
must generate a defined torque to move from one switching position to the next. These
feedback components are missing in VR, which makes the operation of the control elements
more difficult.
The fact that the prototype was more difficult to operate in VR than in real-world
settings is also indicated by the number of interactions required. The drilling experts
required fewer interactions with the real prototype than for VR for all test scenarios. In
VR, experts had to correct the set values more often; however, these differences were not
statistically significant.
4.5. Semi-Structured Interview about Satisfaction with the Prototype
Seven of the eight participants who tested the real prototype complained that the IBOP
was not available quickly enough in safety-critical moments. In the virtual test, this was
criticized by only two participants. The positions and types of control elements were also
discussed more critically by the drillers who tested the real prototype. We assumed that
the haptic experience of the control elements stimulated these discussions. These results
are consistent with those of Vergara et al. [
57
]., who found that a multisensory interaction
(visual–haptic), compared to a purely visual interaction, affects the perceived ergonomics.
Users who interacted with a product (hammer) visually noted fewer issues regarding
ergonomics and interaction than those who interacted with the product haptically. Due to
the small number of participants, no general conclusions could be drawn from the interview
in our study. The participants maintained their VR HMD during the interviews. Further
studies should investigate whether there are significant differences in the interview quality
between VR and reality.
4.6. Limitations
A major limitation of this study is the small number of participants. Drillers were
recruited for this study. Drillers who have several years of experience in drilling rigs are
difficult to acquire because of their limited availability. Despite the small sample size, signif-
icant differences were observed between the VR and real environments. Further studies on
the impact of VR on the evaluation of products should be conducted using prototypes that
are easier to acquire in higher numbers. Suitable products include medical devices. Medical
device manufacturers are required to demonstrate the usability of the product. Approval
for the US market requires Americans to evaluate the products. European manufacturers
can use VR to test initial prototypes independent of location. This could optimize the
cost-intensive development of medical devices.
Another limitation is in simulating the work processes. To evaluate the physical
prototype, the drilling processes were simulated using the Wizard of Oz method. This
is a method frequently used when the simulation of use scenarios is only possible with
significant effort [
28
,
29
]. No definite statement could be made in this study regarding the
comparability with the evaluation of real-world use on a drilling rig. Evaluation of the
prototype during actual use on a drilling rig can lead to different results. The objective of
this study was to investigate the influence of VR on evaluation results. Therefore, the VR
environment was adapted to the Wizard of Oz test environment, and the usage environment
of the VR prototype was an empty room rather than a drilling rig.
A major advantage of VR is the creation of realistic virtual environments that simulta-
neously provide high control over experimental conditions and high ecological validity [
58
].
Therefore, the investigated prototype could be simulated directly in a later usage environ-
Appl. Sci. 2023,13, 8319 16 of 20
ment: an onshore drilling rig. To determine the influence of VR on the user evaluation, a
real prototype must also be evaluated using a drilling rig. Elaborate drilling simulators
already exist for driller training and educational purposes. However, the testing of new
prototypes using these simulators is expensive. Further studies should investigate whether
more complex tests are feasible in VR.
5. Conclusions
In this study, drilling experts made comparable errors in using the VR and the real
prototypes. There were no significant differences in evaluating the execution of the work
processes. There were no significant differences between VR and reality in terms of the num-
ber of required interactions. Thus, these partial results of the VR user test are transferable
to the real world.
However, there were significant differences in the time required to complete the top
drive connection process and rating the efficiency dimension of the UEQ. Drilling experts
required more time for this process in VR, but still rated the VR prototype as more efficient.
We assume that the better subjective evaluation in VR can be attributed to the novelty
effect. Furthermore, there were no significant differences in the subjective evaluations of
the prototype; however, the VR prototype received higher ratings. In the interviews, the
drilling experts who tested the prototype in reality were more critical, and mentioned more
optimization suggestions than the experts who tested the VR prototype.
The evaluation of the physical prototype provided more insights into the optimization
of the prototype than the evaluation in VR. However, several usability problems could
be identified in the VR environment. This study shows that, at the current stage of the
development of VR systems, user evaluations in VR are suitable for identifying usability
issues. An investigation of the user experience and acceptance should be conducted
using real prototypes. If the VR experience of the participants increases in the future and
interactions with virtual content are further improved, subjective parameters such as user
experience can also be evaluated more accurately for VR environments.
Despite these limitations, VR user evaluations can optimize the development pro-
cess. Based on this study and the accompanying development process, we recommend
the following approach for the user-centered development of control rooms for onshore
drilling rigs:
1. Development of an operating concept:
a. Creation of menu structures with click dummies.
b. Selection/development of suitable control elements and indicators.
2. Expert evaluation of the menu structures.
3. Expert evaluation of the control elements and indicators.
4. Development of a virtual prototype.
5. User evaluation of the prototype in VR with a focus on usability issues.
6. Optimization of the virtual prototype.
7. Re-evaluation of the virtual prototype in VR.
8. Optimization of the virtual prototype.
9. Manufacturing of the prototype.
10.
User evaluation of a real prototype on a (drilling) simulator, focusing on user experi-
ence and usability issues.
11.
Optimization of the real prototype.
Expert evaluations should be conducted with system users and usability experts.
Steps 1–3 should be iterative. We recommend one to two user tests in VR. Depending
on the number and severity of the identified usability problems, Steps 4 and 5 should be
repeated. This approach reduces the number of real prototypes to be produced, which in
turn, reduces the development costs and time. Future studies should investigate the extent
to which this approach could be applied to other product types.
Appl. Sci. 2023,13, 8319 17 of 20
Supplementary Materials:
The following supporting information can be downloaded at: https://
www.mdpi.com/article/10.3390/app13148319/s1, Figure S1: Description of the tripping process
for the participants; Figure S2: Description of the tripping process for the participants; Figure S3:
Description of the top drive connection process for the participants; Figure S4: Mean ASQ scores for
the statement “Overall, I am satisfied with the amount of time it took to complete the tasks in this
scenario.”; Figure S5: Comparison of success rates for performing the introductory tasks; Figure S6:
Comparison of the success rates in the simulation of the second tripping process.
Author Contributions:
N.H., S.K., and C.S. carried out the experiment. N.H. wrote the manuscript
with support from S.K., C.S., and C.B. N.H. conceived the original idea. C.B. supervised the project.
All authors have read and agreed to the published version of the manuscript.
Funding: This study was funded by Bentec GmbH Drilling & Oilfield Systems.
Institutional Review Board Statement:
The work presented does not include any studies on humans
or animals. Due to the study design, no formal vote of an ethics committee was required. The VR
experiments performed do not result in any hazards that increase the general risk to life of the persons
concerned. All participants gave their informed consent for inclusion before they participated in the study.
Informed Consent Statement: Informed consent was obtained from all subjects involved in the study.
Data Availability Statement:
The raw data supporting the conclusion of this article will be made
available by the authors, without undue reservation.
Conflicts of Interest:
The authors declare no conflict of interest. The funders had no role in the design
of the study; in the collection, analyses, or interpretation of data; in the writing of the manuscript; or
in the decision to publish the results.
Glossary
Term Meaning
Active float Operation in which the link tilt is moved to the zero position.
Drill pipe Pipe section with threaded ends that make up the drill string.
Drill string Combination of various drill pipes and other tools used to turn the
drill bit.
Clamp Clamp for fixing the drill string.
Elevator Hinge mechanism that can be closed around the drill string to raise or
lower it.
IBOP Inside blowout preventer: checks valve inside the drill string to
prevent backflows.
Iron roughneck (IR) Machine for connecting and disconnecting drill pipes.
Link-tilt Device for horizontal movement of drill pipes.
PWR-slips Hydraulic metal wedges above the borehole for fixing the drill string.
Rigfloor Working area on a rig in which the rig crew conducts operations. Most
dangerous location on the rig.
Top drive Hydraulic or electric motor for rotating the drill string.
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