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Auto-Generating Personas from User Reviews in VR App Stores

Yi Wang, Kexin Cheng, Xiao Liu, Chetan Arora, John Grundy, Thuong Hoang, Henry Been-Lirn Duh

TL;DR

This study demonstrates the use of automatically generated personas in VR course settings as a means of eliciting latent accessibility requirements and enabled students to develop empathy more efficiently.

Abstract

Personas are a valuable tool for discussing accessibility requirements in software design and development practices. However, the use of personas for accessibility-focused requirements elicitation in VR projects remains limited and is accompanied by several challenges. To fill this gap, we developed an auto-generated persona system in a VR course, where the personas were used to facilitate discussions on accessibility requirements and to guide VR design and development. Our findings indicate that the auto-generated persona system enabled students to develop empathy more efficiently. This study demonstrates the use of automatically generated personas in VR course settings as a means of eliciting latent accessibility requirements.

Auto-Generating Personas from User Reviews in VR App Stores

TL;DR

This study demonstrates the use of automatically generated personas in VR course settings as a means of eliciting latent accessibility requirements and enabled students to develop empathy more efficiently.

Abstract

Personas are a valuable tool for discussing accessibility requirements in software design and development practices. However, the use of personas for accessibility-focused requirements elicitation in VR projects remains limited and is accompanied by several challenges. To fill this gap, we developed an auto-generated persona system in a VR course, where the personas were used to facilitate discussions on accessibility requirements and to guide VR design and development. Our findings indicate that the auto-generated persona system enabled students to develop empathy more efficiently. This study demonstrates the use of automatically generated personas in VR course settings as a means of eliciting latent accessibility requirements.
Paper Structure (14 sections, 1 figure)

This paper contains 14 sections, 1 figure.

Figures (1)

  • Figure 1: Features of the system: A1 represents the dialogue between students and the system. A2 and A3 refer the automatically generated persona thumbnail and the detailed persona description, respectively.