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Page 1: Extreme Experience Research Report - huawei · Extreme Experience Research Report 1 Introduction 1 1 Introduction The experience baseline is obtained through the service tests based

Extreme Experience Research Report

Page 2: Extreme Experience Research Report - huawei · Extreme Experience Research Report 1 Introduction 1 1 Introduction The experience baseline is obtained through the service tests based

Extreme Experience Research Report Contents

Contents

1 Introduction.................................................................................................................................... 1

1.1 Key Findings .................................................................................................................................................... 1

2 Research Summary ....................................................................................................................... 2

2.1 Project Purpose and Contents ........................................................................................................................... 2

2.1.2 Theory Principle ...................................................................................................................................... 2

2.1.3 Research Architecture ............................................................................................................................. 3

2.1.4 Research Methodology ........................................................................................................................... 4

3 Research Result ............................................................................................................................. 5

3.1 Web Page Loading............................................................................................................................................ 5

3.1.1 Zero Waiting Time for Loading Texts and Images Is 270 ms ................................................................. 5

3.2 Video Streaming ............................................................................................................................................... 5

3.2.1 Zero Waiting Time for Video Streaming Is 80 ms ................................................................................... 5

3.2.2 Data Verification for Video Streaming Zero Waiting Time ..................................................................... 6

3.2.3 Zero Waiting Time for Video Asynchronization Is 220 ms ..................................................................... 7

3.2.4 The Extreme Experience of Definition Is Affected by Screen Sizes and Illumination Conditions ......... 7

3.3 Video Call ......................................................................................................................................................... 9

3.3.1 Zero Waiting Time for Interaction During Video Calls Is 210 ms .......................................................... 9

4 Appendix ...................................................................................................................................... 10

4.1 About This Report .......................................................................................................................................... 10

4.2 Contact Us ...................................................................................................................................................... 10

4.3 Disclaimer ...................................................................................................................................................... 10

Page 3: Extreme Experience Research Report - huawei · Extreme Experience Research Report 1 Introduction 1 1 Introduction The experience baseline is obtained through the service tests based

Extreme Experience Research Report Figures

Figures Figure 2-1 Project purpose .................................................................................................................................... 2

Figure 2-2 Research principle ............................................................................................................................... 3

Figure 2-3 Research architecture ........................................................................................................................... 4

Figure 2-4 Zero waiting time for loading texts and images ................................................................................... 4

Figure 3-1 Zero waiting time for loading texts and images ................................................................................... 5

Figure 3-2 Zero waiting time for video streaming ................................................................................................. 6

Figure 3-3 Zero waiting time for video asynchronization ..................................................................................... 7

Figure 3-4 Zero waiting time for interaction during video calls ............................................................................ 9

Page 4: Extreme Experience Research Report - huawei · Extreme Experience Research Report 1 Introduction 1 1 Introduction The experience baseline is obtained through the service tests based

Extreme Experience Research Report Tables

Tables

Table 3-1 Human visual perception ability ............................................................................................................ 6

Table 3-2 Materials used in the experiment of zero waiting time for video asynchronization .............................. 7

Table 3-3 Extreme experience of definition ........................................................................................................... 8

Table 3-4 Materials used in the experiment of the extreme experience of definition ............................................ 8

Page 5: Extreme Experience Research Report - huawei · Extreme Experience Research Report 1 Introduction 1 1 Introduction The experience baseline is obtained through the service tests based

Extreme Experience Research Report 1 Introduction

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1 Introduction

The experience baseline is obtained through the service tests based on the existing network.

Due to the constraints such as network environment and test methods, the test results

represent only the current status of the network and service deployment rather than the actual

experience of users.

From the perspective of human factors engineering, this research obtains the extreme

experience of human perception through professional data collection and analysis system

(data on video, audio, bioelectricity, eye movement, brain wave and pressure distribution).

This document provides guidelines for improvements on network products and solutions and

the theoretical basis for the ultimate goal of the future network development based on the data

concerning users' extreme experience.

In this report, "zero wait time" is used to describe the extreme experience when a user cannot

perceive the waiting time of the service.

1.1 Key Findings The zero waiting time for loading texts and images is 270 ms, and 80 ms for video

buffering. Users cannot perceive waiting time less than the preceding thresholds.

If audio and video are not synchronized for more than 220 ms, users will perceive the

asynchronization problem when they are making video calls or watching videos.

During a video call, if the interaction delay exceeds 210 ms, users will perceive the delay

in the conversation.

The extreme experience of video definition is affected by the screen sizes of display

devices and illumination conditions. For mainstream smart phones whose screen sizes

are between 4.3 and 6 inches, degradation of video definition is perceived when video bit

rates are ranging from 400kbit/s to 1.1 Mbit/s.

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Extreme Experience Research Report 2 Research Summary

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2 Research Summary

2.1 Project Purpose and Contents

Figure 2-1 Project purpose

Text

Refreshing

Unperceived Acceptable Unacceptable

Image

Refreshing

Extreme Experiment

on Texts

Verification Experiment

on Texts

Unendurable Experiment

on Texts

Voice

Distortion

Buffering

Continuity

Synchroni-

zation

Definition

Interaction

Webpage

Voice

Noise Level

Screen Size

Illuminance

Video

Streaming

Video Call

Extreme Experiment

on Images

Verification Experiment

on Images

Unendurable Experiment

on Images

Extreme Experiment

on Voice Distortion

Verification Experiment

on Voice Distortion

Unendurable Experiment

on Voice Distortion

Extreme Experiment

on Video Streaming

Verification Experiment

on Video Streaming

Unendurable Experiment

on Video Streaming

Extreme Experiment

on Video Continuity

Verification Experiment

on Video Continuity

Unendurable Experiment

on Video Continuity

Extreme Experiment

on Asynchronization

Verification Experiment

on Asychronization

Unendurable Experiment

on Asychronization

Extreme Experiment

on Video Definition

Verification Experiment

on Video Definition

Unendurable Experiment

on Video Definition

Extreme Experiment

on Interaction

Verification Experiment

on Interaction

Unendurable Experiment

on Interaction

The tests in this research focus on user experience of the current mainstream Internet services

(webpage, video, social networking, and VoIP). User experience can be divided mainly into

two categories: time-related (waiting time for text and image refreshing, video streaming, and

also during video calls the waiting time for attaining video continuity, seamless interaction, as

well as video and audio synchronization), and quality-related (image resolution and sound

clarity). Users' final experience is graded into three levels: unperceived, acceptable, and

unacceptable. In addition, factors such as noise level, illuminance and the screen sizes of the

test terminals are all considered in this research.

2.1.2 Theory Principle

For many years, the pupil reaction has been applied to visual studies. It has long been

believed that the diameter or the size of the pupil can be calculated by certain function using the total luminous flux that the eye has received. Recent studies show that the pupillary light

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Extreme Experience Research Report 2 Research Summary

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reflex system does not only respond to the illumination changes, but also to the spatial

distribution changes of photic stimulation. It has been proven that simple graphic changes can

trigger graphic-pupil reflex. Therefore, slight eye movements such as dilating pupils can be

used to detect photic stimulation changes in real time.

Figure 2-2 Research principle

Fluctuations in human perception can be manifested in the changes of human's pupil

diameters. This experiment captures users' extreme perceptions, such as zero-perception and

zero waiting time, by using the eye-tracking device to detect changes in their pupil sizes.

Compared with other physiological indicators, such as reaction time, galvanic skin response,

and sweat glands secretion, the measurement of pupil size is more accurate. With its error

range within 5 ms, this method can provide accurate data to measure extreme experience.

2.1.3 Research Architecture

Figure 2-3 shows the architecture of the research.

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Figure 2-3 Research architecture

User Experience

Affect

Unperceived Acceptable Unacceptable

SatisfiedChanges in

moodsGive Up

Psychological LevelPhysiologica

l Changes

Psychological

Changes

Eye Tracking

RingBehavior Ring

Emotional

Changes

Changes of

Pupil Sizes

Ring

Method

Framework

Laboratory

Scenario ScenarioVerification

Experiment

Statistics

Statistics

Environment VariablesScreen Size/Noise/

Illuminance

Gender/Education/Age/

Income and etc.

Interviews Interviews Analyzing Root Causes

Reference Timer Reference

Eye TrackingEye treacking

Screen Size/Noise/

Illuminance

Changes of

Pupil Sizes

2.1.4 Research Methodology

To illustrate the research methodology, the extreme experiment of zero waiting time for

loading texts and images is used as an example. The procedures of the experiment are shown

in Figure 2-4. Within T time after pressing Enter (entering the URL address), the texts are

displayed on the page, while the images are still being loaded and will appear after another T

time. This process composes one segment of the experimental materials and a next segment of

the experimental material will be triggered by pressing Enter after the completion of former

segment. The length of the T time is gradually extended, ranging from 50 ms to 2000 ms.

Figure 2-4 Zero waiting time for loading texts and images

Preparing for the

experiment...

Texts are displayed on

the web browser.

Images are buffering

Both texts and

images are displayed

on the web browser

200msSTOP

Latency

Percived

T T……

Based on the original data recorded by an eye-tracking device, the corresponding T time

during which eye movements abruptly change, indicating the occurrence of extreme

experience, can be identified. The accuracy of the result can be improved by narrowing the

range of T time through multiple phases of experiment.

Indicators of the extreme experience of other services can be obtained using a similar

experimental procedure.

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3 Research Result

3.1 Web Page Loading

3.1.1 Zero Waiting Time for Loading Texts and Images Is 270 ms

This experiment studies users' perception of the waiting time for loading texts and images. If

the waiting time is below a threshold, users cannot perceive the waiting time for loading texts

and images. The threshold is termed zero waiting time.

Figure 3-1 Zero waiting time for loading texts and images

The zero waiting time is gradually narrowed down to an accurate range through three phases of

experiments. In the first phase of the experiment, the zero waiting time lies between 200–800

ms. In the second phase, it lies between 250–350 ms. In the third phase, it lies between

250–300 ms. The range of zero waiting time for loading texts and images is finalized between

250–300 ms, with its mean value being 270 ms.

3.2 Video Streaming

3.2.1 Zero Waiting Time for Video Streaming Is 80 ms

This experiment studies users' perception of the waiting time of video buffering. When the

video buffering time is lower than a threshold, users cannot perceive the waiting time for

video streaming. This experience is called zero waiting.

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Figure 3-2 Zero waiting time for video streaming

In the first phase of the experiment, the zero waiting time lies between 50–200 ms. In the

second phase, it lies between 40–160 ms (The experiment is practiced at an increment of 10

ms in the second phase). The mean value of 18 participants is 70 ms.

Since the zero waiting time for video streaming, which is 70 ms, differs significantly from

that for the texts and images, which is 270 ms, more participants are involved in the third

phase of the experiment to test the validity of the data. Eight more participants are added to

the third phase. After excluding an outlier (280 ms), the time range is finalized between

50–100 ms. Therefore, the validity of the preceding data is preliminarily verified.

Based on the results obtained in the second phase, it is concluded that the zero waiting time of

video streaming is 80 ms.

3.2.2 Data Verification for Video Streaming Zero Waiting Time

The zero waiting time of video streaming is 80 ms (ranging from 40–120 ms). Considering

that it differs significantly from that of the texts and images loading (270 ms) and that of

video calls (220 ms), the validity of the data needs to be verified.

1. Repeat the preceding experiment. Eight more participants are added to the renewed

experiment. After excluding an outlier (280 ms), the time range is finalized between 50–100

ms. Therefore, the validity of the preceding data is preliminarily verified.

2. Statistics Verification. The zero waiting time of video streaming is closely related to that

of video continuity, which is 17 frames, equaling 58–59 ms and falling into the time range of

the former data.

3. Theoretical Verification. According to the Partrick's speech at the ACM in 1997, humans'

cognitive speed at perceiving videos is 3 to 6 times faster than that at perceiving static images.

His theory can be applied to explain the difference between the zero waiting time of video

streaming and that of texts and images loading.

Table 3-1 Human visual perception ability

Objects of Visual Perception Extreme Perception (Second)

Texts 0.812

Images 0.65

Animated graphics 0.21

Videos 0.23

Source: Partrick L. & Xin F. Motion Effects towards Cognitive Speed, ACM-Graphics Open Lecture, U.S., 1997

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3.2.3 Zero Waiting Time for Video Asynchronization Is 220 ms

This experiment studies users' perception of asynchronization between sound and images

during video streaming and video calls. When the asynchronization between sound and

images exceeds certain thresholds, users would perceive that the sound and images are not

synchronized.

Figure 3-3 Zero waiting time for video asynchronization

The parameters of the video materials used in this experiment are listed in the table. In the

first phase of the experiment, the maximum time for a participant among the 11 participants to

perceive asynchronization is 1000 ms, and the minimum time is 50 ms. To narrow the range

and improve accuracy, the second phase of the experiment is conducted. Based on the

narrowed range obtained from the first phase, the extreme value of zero waiting time of the 16

participants is obtained. Based on the 3SD principle and comparison of adjacent points, it is

concluded that there is no outlier among the obtained data and the calculated mean value is

220 ms.

Table 3-2 Materials used in the experiment of zero waiting time for video asynchronization

Asyn. (ms)

50 100 150 200 250 300 350 400 500 600 700 800 900 1000 1500 2000

3.2.4 The Extreme Experience of Definition Is Affected by Screen Sizes and Illumination Conditions

This experiment studies users' perception of the video definition during video streaming and

video calls. It aims to identify the threshold of the definition where users start to perceive the

degradation of video definition.

The data of extreme experience of definition in relationship to screen sizes and illumination

conditions are listed in Table 3-3.

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Table 3-3 Extreme experience of definition

Screen

SizeEnviron.

3.5 4.3 5 6 7 7.9 9.7 14

Outdoor

Office

Night

240p_low 240p_low

240p_low

240p_low

240p_high

360p_low

360p_low 360p_low

360p_low

360p_low 360p_low 360p_low 360p_low

360p_high

480p

480p

576p

576p 576p 576p

576p720p_low

720p_high

720p_high

In terms of the screen sizes, the larger the screen size is, the higher the video bit rate will be

when users perceive the degradation of video definition. For a 3.5-inch screen, participants

perceive the degradation of video definition when the definition of the video clip is 240p_low.

For mainstream smart phones whose screen sizes are between 4.3 and 6 inches, degradation of

video definition is perceived mainly when the definitions of the video clips are between 360p

and 480p, with video bit rates ranging from 400 kbit/s to 1.1 Mbit/s.

In terms of environmental conditions, as the illumination decreases, participants will perceive

the degradation of video definition.

Note 1: The parameters of the video materials used in this experiment are listed in Table

3-4. Since the definition of a video clip is closely related to its genre, video codec, and

video bit rate, the quantitative conclusions drawn in this test have their own limitations.

Note 2: In this experiment, the illumination environment is simulated in a laboratory and

is set to three typical lighting conditions (outdoor 1000Lx, office 300-400Lx, at night

1-2lx) which are measured by the illuminometer.

Table 3-4 Materials used in the experiment of the extreme experience of definition

Experiment Material

Video Definition

Video Bit Rate (kbit/s)

Video Codec (H.264)

240p_low 426*240 250 [email protected]

240p_high 426*240 400 [email protected]

360p_low 640*360 400 [email protected]

360p_high 640*360 750 [email protected]

480p 854*480 1100 [email protected]

576p 1024*576 1600 [email protected]

720p_low 1280*720 1100 [email protected]

720p_high 1280*720 2400 [email protected]

1080p_low 1920*1080 2200 [email protected]

1080p_high 1920*1080 5000 [email protected]

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3.3 Video Call

3.3.1 Zero Waiting Time for Interaction During Video Calls Is 210 ms

This experiment studies the zero waiting time of interaction during video calls. If the waiting

time of interaction is below certain threshold, users cannot perceive any delay during image

transmission.

Figure 3-4 Zero waiting time for interaction during video calls

The zero waiting time is gradually narrowed down to an accurate range through three phases of

experiments. In the first phase of the experiment, the zero waiting time lies between 100–800

ms. In the second phase, it lies between 150–300 ms. In the third phase, the range of zero

waiting time is between 170–260 ms, with its mean value being 210 ms.

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4 Appendix

4.1 About This Report

This research is the first of its kind in applying human factors engineering to study user

experience. This research may be incomplete due to limited participants and experimental

materials. The results of the experiments are for reference only. More research concerning the

key indicators will be conducted in the future. Due to the length of this report, only some of

the important conclusions are listed. You can contact us to obtain the complete report and

experiment details.

To create a baseline standard for user experience regardless of RAT, you can refer to the MOS

for voice quality to establish MOS systems for web pages, video streaming and video calls. In

these MOS systems, the scores will be based only on human perceptions, in which 5 equals

zero waiting time and 1 equals the maximum level of endurance. Theoretically, according to

the network conditions, there will be certain maximum values of zero waiting time for

different RATs. Achieving the maximum value can serve as the goal of the development of

each RAT.

4.2 Contact Us

Author: Wang Bin, Email: [email protected]

Contact mLAB (MBB lab): [email protected]

4.3 Disclaimer

This report is a product of Huawei mLAB. The information provided in this report is for

reference only. This research may be incomplete due to limited participants and experimental

materials. The rights of revision regarding the content of this report are reserved to Huawei.

Huawei holds no responsibility for the consequences of revision.

Information contained in this report, express or implied, constitutes neither any basis for investment purposes nor a warranty of any kind. mLAB may add to, correct and amend

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information in this report without notice, but does not guarantee immediate release of the

revised version. Huawei will not be liable for any direct or indirect investment profit or loss

caused thereby.

This document is an intellectual property of Huawei mLAB. No part of this document may be

reproduced or transmitted in any form or by any means without prior written consent of

Huawei. If any content of this report is released by any other party in the form of reference, it

should be noted as the intellectual property of Huawei mLAB. There shall be no citation,

deletion and modification that violate the original meaning of this report.