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Applying design-based research for developing virtual

reality training in the South African mining industry


Etienne van Wyk M.R. (Ruth) de Villiers
Tshwane University of Technology University of South Africa
Pretoria, South Africa Pretoria, South Africa
vanwykea@tut.ac.za ruth.devilliers1@gmail.com,
dvillmr1@unisa.ac.za
ABSTRACT Keywords
Design research is a maturing research paradigm in a number of Design-based research, development, e-training, evaluation,
disciplines. Design-based research is the educational technology industry-related research, mine safety training, virtual reality.
form of design research. This paper explains design-based
research (DBR) and its features and principles. After a brief
overview of other research designs of the design-and- 1. INTRODUCTION
development genre, we present a new synthesised DBR model, Design science was originated by Simon [39], who distinguished
which was applied in the context of developing and evaluating between the natural sciences, such as anatomy, astronomy and
virtual reality safety training for the South African mining physics, and sciences of the artificial, or design sciences, such as
industry. The cycles and iterative steps of the model functioned engineering, product design, information technology and
effectively in supporting and representing the process flow of the instruction. In natural sciences, theories and formulas explain how
research, which moved from a complex real-world problem to natural phenomena occur, while the design sciences relate to man-
dual outcomes, namely a practical real-world solution in the form made phenomena, where theories and models outline goals to be
of two virtual reality training systems and a contribution to achieved and procedures to accomplish them, which are set out by
documented theory in the form of an evaluation framework. prescriptive laws. Design science is characterised by the
construction and evaluation of artefacts in authentic settings.
Categories and Subject Descriptors Applied design science led to design research, which is called
H.5.2 [Information Interfaces and Presentation]: User design science research in the discipline of information systems
Interfaces – Evaluation / Methodology; [22, 27] and design-based research in educational technology
and e-learning [4, 46]. The present research applies design-based
H.5.1 [Information Interfaces and Presentation]: Multimedia research (DBR) to develop innovative virtual reality (VR) e-
Information Systems – Artificial, augmented, and virtual training programmes in the South African mining industry.
realities; Despite stringent safety legislation, accidents in the mining
industry cause numerous fatalities and injuries. Conventional
K.3.1 [Computers and Education]: Computer Uses in safety training has not reduced the incidence of accidents
Education. significantly. VR training can provide visual, interactive
simulations to extend and improve the current training. A DBR
General Terms approach was followed to develop and evaluate two safety
Measurement, Performance, Design, Theory training prototypes, and to generate an evaluation framework for
the evaluation of desktop VR training systems, which also
provides design principles for such systems.
Permission to make digital or hard copies of all or part of this work for
personal or classroom use is granted without fee provided that copies Section 2 outlines the research design of the study. Section 3
are not made or distributed for profit or commercial advantage and that introduces design research and design science research, while
copies bear this notice and the full citation on the first page. Copyrights Section 4 explains DBR in detail. In Section 5 we propose a new
for components of this work owned by others than ACM must be design-based research process model, which is applied in Section
honored. Abstracting with credit is permitted. To copy otherwise, or 6 in real-world research. The findings are discussed in Section 7
republish, to post on servers or to redistribute to lists, requires prior and Section 8 concludes the paper.
specific permission and/or a fee. Request permissions from
Permissions@acm.org.
2. RESEARCH DESIGN
SAICSIT2014, September 29 - October 01 2014, Centurion, South Africa The purpose of this paper is to:
Copyright 2014 ACM 978-1-4503-3246-0/14/09…$15.00
http://dx.doi.org/10.1145/2664591.2664627  outline the features and processes of design-based research;
 present a new DBR model, synthesised by the authors to
generate artefacts in complex training contexts; and
 illustrate the model by outlining its application in generating
VR training systems for the South African mining industry.
Hence the main thrust of this study is to present a conceptually
new DBR model and an example of how it was applied. The DBR

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processes in the model involve iterations of design, evaluation design-based educational technology research approach can be
and redesign. Using this model, a prototype system was applied to the delivery, content and architecture of such systems
generated. It was evaluated twice and, in a third cycle, was [14]. Wang and Hannafin [46] state that design-based research has
extended from a generic system to one with a specific focus. This an important role to play in the development of technology-
culminated in two versions of the prototype and a framework for enhanced learning environments, which incorporate teaching for
evaluating desktop VR training systems. the acquisition of skills and knowledge, a variety of tools, and
The study of design research, design-science research and design- technological resources.
based research was conducted by literature reviews. The ensuing 4.1 Origin of design-based research
generation and evaluation of the prototypes and evaluation
framework by a DBR process included various data collection DBR has its roots in the design sciences such as engineering and
methods: interviews, user-satisfaction questionnaires among end product design, where iterative and context-based processes are
users, heuristic evaluations by experts and a case study. Section 6 followed to create usable products [48]. It evolved as a research
illustrates use of the new model in an authentic research study. methodology based on the initial work of Brown [7] and Collins
[9]. Brown used design experiments to bridge studies of learning
3. DESIGN RESEARCH AND DESIGN with instructional interventions in complex and changing
SCIENCE RESEARCH environments. Collins proposed a systematic methodology for
conducting design experiments that would assist in developing
Design research investigates man-made phenomena relating to the design theory to guide implementation of innovations. The
development and evaluation of innovative products and terminology development research is also used [33, 42] but the
interventions to solve real-world problems. In a seminal paper, Design-based Research Collective [13] chose to use the term
March and Smith [27] proposed applying design research in the design-based research to avoid confusion with experimental
disciplines of information systems and information technology design or experimentation with methods of teaching.
under the name design science research (DSR). They define DSR
artefacts as constructs, models, methods and instantiations, where 4.2 Design-based research as a research
constructs are the basic concepts of a domain. When multiple
constructs are combined to indicate relationships, the resulting
methodology
DBR is thus a recent research methodology which is systematic
artefacts are called models. Steps and processes that perform goal-
and flexible, and aimed at improving educational practices [26].
directed activities are called methods. An instantiation involves
DBR methods bridge theory and practice as they uncover
actual implementation of a working artefact to demonstrate its
relationships between educational theory, designed artefacts, and
feasibility and effectiveness [27]. The main focus of DSR is to
practice [13]. DBR is an approach that can improve educational
create and evaluate new and improved IT artefacts as solutions for
research to yield discernable benefits and impact on practitioners,
organisational problems and to generate new knowledge for the
while also being socially responsible [34].
body of scientific evidence [1].
According to Barab and Squire [4] and Amiel and Reeves [2],
DSR can lead to theory building, resulting in elaboration of
DBR is fundamentally a problem-solving paradigm, also
previously theorised relationships, but there is no general
described as “complex interventionist research” [5:243].
agreement on whether theory is a required output. Gregor and
Furthermore, it can employ quantitative or qualitative research, as
Hevner [20] suggest that partial attempts at generating theory via
researchers adjust data collection methods in response to
the development of artefacts are also acceptable. Evaluating an
emerging research questions and to address research goals [10,
artefact using quantitative measurements can be adequate
24]. “Design-based research integrates the development of
evidence of theory development [20]. Gonzalez and Sol [18]
solutions to practical problems in learning environments with the
stress the importance of artefact evaluation and validation of the
identification of reusable design principles” [23:4089]. The
research process as elements that contribute to increased rigour,
design-based researcher aims at making both practical and
clarity and structure in design science research.
scientific contributions by designing and creating effective
interventions or authentic artefacts to solve substantial and
4. DESIGN-BASED RESEARCH complex real-world problems, which direct application of theory
Design research is increasingly used for studies in educational is not sufficient to solve [15]. Hay, Kim and Roy [21] propose
technology, especially for studies on the development of e- that DBR holds potential for developing emergent learning
learning and e-training [15]. In this context, the term used is technologies in situations where new technological affordances
design-based research (DBR). It was selected as the research can be systematically explored and developed. It supports
design for this study because of its cyclic nature of design, understanding of why, how and when educational innovations
evaluation and redesign, and its mandatory production of theory work in practice.
and actual solutions in real-life contexts. Action research [14, 29] The DBR process differs from experimental research. It it is based
was considered as a possible alternative paradigm, since it can in authentic environments with complexities, and dynamics,
apply to inventions, interventions and products. However, DBR whereas laboratory experiments are conducted in controlled
was deemed the most appropriate choice for this research due to environments. Unlike experiments, DBR is characterised by
its focus on: (i) solving complex problems; (ii) producing iterative and flexible revisions of the research design [24].
authentic artefacts; and (iii) generating dual outcomes. Furthermore, DBR can be differentiated from pure design in that
A broad definition of e-learning applications includes forms such it is based on theory, has clear research goals and produces
as tutorials, multimedia productions, simulations, educational empirical results [17]. Iterative formative evaluation can identify
games, interactive learning/practice environments, immersive gaps between the current design and the ideal design goals,
virtual reality technology, educational software, Web-based supporting researchers in tweaking the design to meet the goals.
learning applications, and learning management systems. The

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4.3 Characteristics of design-based research Considering these and others, we propose a new DBR model. The
Table 1 is a synthesis of DBR features that are pertinent to this model is also influenced by design science research, as described
study. Each is described, along with references to the literature. by Vaishnavi and Kuechler [41] and the DBR cycle explained by
Amiel and Reeves [2]. The custom-built model is presented in
Table 1. A summary of DBR features Figure 2, while the three most relevant predecessors are addressed
DBR Features in Subsections 5.1, 5.2 and 5.3, and portrayed in the sub-diagrams
of Figure 1.
1. Appropriate for complex environments
DBR deals with important issues, sizable effects and significant 5.1. Development research
results in complex environments [5, 11, 38, 46].
One of the variants from which DBR evolved is the classic
2. Problem-solving development research (DR) methodology [14, 33, 42]. DR was
DBR is fundamentally a problem-solving paradigm. It explores used when non-standard learning content was required for
research issues related to real-world practical problems. New complex real-world contexts and has been used to build effective
solutions must be developed that are relevant to authentic training and performance support tools. Such situations required
organisational issues [2, 15, 20, 22]. research designs that assessed both the process and the outcome
of the intervention. DR is problem-oriented and interdisciplinary,
3. Collaborative and participative
and aims to optimise development activities implemented by
Practitioners and researchers are engaged in long-term educational technology applications. Prototypical products are
collaborations. Their expertise impacts decisions in the different developed and methodological directions generated for the design
phases of the research process [4, 10, 12, 38]. and evaluation of such products [44]. DR thus has a dual focus,
4. Innovative being applied to develop practical and innovative ways of solving
DBR addresses complex unsolved problems in unique or problems, and to propose general principles to inform future
innovative ways. The development of solutions is informed by decisions. DR searches for innovative solutions, while also
existing design principles and technological innovations. seeking findings that are transferable and practical [14]. Plomp
Methods, technologies and innovative tools are generated, [32] and Van den Akker [42] describe the two outcomes as:
whereby new design principles can be put into practice [2, 14, immediate outcomes relating to the results of an intervention or
22, 35, 46]. product produced by the cyclic process, and distant outcomes in
the form of generalisable principles.
5. Iterative
The DR process is based on the dynamic and flexible ADDIE
Researchers conduct systematic and iterative processes of
design model of instructional technology [30]. The five phases—
analysis, design, development and implementation for
Analysis, Design, Development, Implementation, and
continuous refinement of design interventions [2, 3, 15, 16, 46].
Evaluation— are applied in an iterative manner, using the results
6. Dual outcomes of each formative evaluation for analysis and further development
The outcomes of DBR are: (i) a practical contribution in the in the next cycle [15]. According to Plomp [31], DR aims to
form of an innovative product or intervention. support design decisions, test design principles, improve product
(ii) a set of design principles or guidelines, with the objective of quality, and stimulate professional development in educators.
a theoretical contribution [2, 4, 15, 46].
5.2. The design science research methodology
7. Pragmatic, yet theoretical
Another variant is the general methodology of design science
DBR aims to resolve actual challenges, as it extends theories and
research in the information systems (IS) discipline (see Section
refines design principles, i.e. it impacts directly on practice,
3). DSR involves “analysis of the use and performance of
leading to substantial change, while simultaneously advancing
designed artefacts to understand, explain and very frequently to
transferable theory [2, 14, 26, 35, 46].
improve on the behavior of aspects of information systems”
8. Artefacts [41:2]. The steps of a typical DSR project are:
Authentic artefacts are produced as purposeful practical 1. Problem awareness: emerging from literature or from new
interventions in functioning environments [6, 20, 43]. developments in an industry or discipline. This leads to a
proposal.
2. Suggestion: new functionality is envisioned and a tentative
5. A NEW DESIGN-BASED RESEARCH design generated.
PROCESS MODEL 3. Development: the tentative design is implemented,
In a meta-research venture, a customised DBR process model was producing an artefact.
constructed after examining precedents in the design- and 4. Evaluation: the artefact is evaluated according to criteria
development research genre. Wang and Hannafin [46] compared specified in the proposal.
approaches that contributed to DBR and determined that, despite 5. Conclusion: the project is considered complete when results
varying foci, the underlying goals and approaches were similar: are adjudged as satisfactory.
 design experiments [7, 9], As described in Section 3, the outcomes of DSR may be one or
 developmental research [37], more of the following artefacts: construct, model, method or
 design research [8, 10, 17], instantiation [19, 27, 28].
 formative research [36], and
5.3. The design-based research cycle
 development research [33, 42].

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The standard DBR cycle is similar to DR and has, in fact, evolved Figure 1 is a composite diagram illustrating the development
from DR. It comprises the following steps [2]: research model, the general methodology of design science
1. Analysis of practical problems by researchers in research, as implemented in IS, and the design-based research
collaboration with practitioners. cycle. There are close similarities in their phases. Each procedure
2. Development of solutions informed by existing design starts with a problem analysis phase. In DR and DBR, there are
principles and technological innovations. searches for innovative ways of solving problems, while a DSR
3. Iterative cycles of testing and refinement of solutions in project also analyses problems related to new developments. The
practice. next phase in all three is the tentative design of a potential
4. Reflection to produce design principles and to enhance the solution to be developed in the subsequent phase. The solutions
implementation of the solution. are then implemented and evaluated in real-world practice. All
three procedures are iterative in that feedback can be input into
Each step can result in refinement of previous steps and previous phases, resulting in redesign, refinement and
processes. The outcomes are design principles/guidelines that can improvement. A DSR project concludes when the evaluated
be implemented by other researchers in similar contexts, with the results are acceptable when measured against criteria specified in
ultimate objective being theory development and a practical the project proposal. The DR process produces a solution
contribution in the form of an innovative product or intervention. implemented in a real context, e.g. industry, as well as generic
This may require long- term engagement and several cycles of design principles. This is similar to the output of the Reflection
design. phase of DBR. DBR emphasises solutions that can be adopted
elsewhere and newly generated theory to guide similar research
5.4. Consolidation of the foregoing models and development.

Figure 1. Composite diagram depicting the Development Research model, the General Methodology of Design Science Research,
and the Design-based Research Cycle

Figure 2 depicts the new generic process model of DBR, domain of virtual reality systems, where this work resides,
synthesised by the primary researcher and influenced by the design theory is relatively new and established design
procedures in the subdiagrams of Figure 1.This new DBR model principles are not available. The new model allows for
differs from the DBR model of Amiel and Reeves as follows: conceptualisation of solutions beyond existing mature
theoretical frameworks, due to the innovative nature of the
 It extends the classic DBR model by including the design of
technology being applied.
solutions which are not necessarily based on “existing design
principles and technological innovations” [2:34] nor “within a  The new model applies a feature of DSR by advocating a
theoretical framework” [25:78] nor “drawn from the existing proposal as an output of the first phase. Amiel and Reeves
knowledge / theory base for the problem area” [41:10]. In the [2:5] describe the first phase of DBR (problem analysis) as

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the “negotiation of research goals between practitioners and The new DBR model integrates the phases and processes of the
researchers”, but Vaishnavi and Kuechler [41:7] describe the precedents, as well as explicitly indicating the outcomes
output of the first phase of DSR (problem awareness) as a associated with each phase (Figure 4):
“proposal, formal or informal, for a new research project”. 1. Problem analysis within context: A practical, authentic
Their formal proposal includes a tentative design and problem is identified in a complex environment and literature is
performance criteria to evaluate the prototype. Similarly, the reviewed to determine the significance of the problem and to
new DBR model requires a proposal that includes research identify current theory on the topic. Researchers and practitioners
goals. collaborate in analysing the problem and establishing research
 The new model adapted the DBR model to include a goals. The outcome of this step is an explicit research proposal
theoretical outcome that is not merely a set of design containing goals and evaluation criteria, items not mandatorily
principles. Amiel and Reeves [2:35] describe the outcomes of specified in most DBR studies, though it is done in some DSR
DBR as “a set of design principles or guidelines derived work.
empirically and richly described, which can be implemented 2. Design solution: An initial design is proposed to address the
by others interested in studying similar settings”. Being a problem. Its appropriateness is influenced by contextual
design-based research methodology, the importance of design limitations and the complexity of interactions that occur in real-
principles as an output is indeed acknowledged, but provision world settings.
is also made for new theoretical contributions that extend 3. Develop solution: Develop a prototype that serves the
even further. Such contributions, importantly, should inform research purpose. Development is informed by existing design
future design and evaluation in similar environments in principles and technological innovations. The outcome is an
practice. innovative, functional artefact (construct, model, method or
instantiation), aspects imported from the rigour of design science
PROCESS OUTCOMES research.
4. Evaluate in practice: The artefact is tested in the real-world
setting. Data is collected and analysed to answer the research
Problem Analysis of questions and to construct design principles.
complex problem within Research goals
5. Reflection, leading to dual outcomes:
real-world context and proposal
 Practical:
Reflection enhances the implementation of the solution. As
reflection occurs upon the data, new designs can be developed
and implemented, which leads to an ongoing sub-cycle of design-
reflection-design.
Design solution Initial design  Theoretical:
Refine

Design principles should be continually and cumulatively


documented to be transferable and utilised by others in similar
settings. In this way, new theory can be developed, but may
require multiple DBR cycles over the long term.
Develop solution Functional
This new model has certain distinct attributes as well as standard
artefact
features. The outcomes of each step are specified, notably an
explicit research proposal as an outcome of problem analysis. The
arrows, some uni-directional and others bi-directional, emphasise
the iterative nature of the process. Feedback to previous steps is
labelled Refine, since the focus is not only on evaluation, but also
Evaluate in practice Research findings on systematic refinement. Our view of DBR includes evolution of
the innovation or product that is the designed solution, but also
refinement of the problem, the methods, the tools used in design
and evaluation, and the design principles. The process culminates
in dual outputs:
Reflection (i) an implemented solution that addresses the original problem
in its real-world setting, and
(ii) documented design principles and/or other theory that can
Implement guide similar research and development efforts.
Real-world solution
6. APPLICATION OF THE DBR MODEL
This section illustrates the new synthesised DBR model in action
Document by outlining an application of its use in an authentic research
Theory /
Design principles process, where virtual reality was used to improve safety training
in mines. To demonstrate application of the model, Figure 3
Figure 2. A synthesised generic model for design-based shows the process flow from problem to solution. Each DBR
research cycle, shown as a blue circle, is an instance of the model in Figure
2. Cycle 1 is shown in full, while Cycles 2 to 4 are compressed.

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The red blocks represent actions and the green blocks indicate
artefacts or theory deliverables as outcomes of the process.

Develop Case study:


Define DBR DBR causes of DBR
problem evaluation
cycle 1 cycle 2 incidents cycle 3
framework

Problem Analysis Improve


prototypes

The colour-coded logo


Design solution above and to the right
represents the process
undertaken in each cycle.
DBR
The process is fully
cycle 4
presented in one instance,
Develop solution namely Cycle 1 to the
left.

Implement Document
Evaluate in practice real-world the theory
solution

Reflect
VR training Evaluation
systems framework

Figure 3. Process flow diagram of the research study


The research process commenced with a definition of the real- reflection step identified several problems that should be
world practical problem. Every year more than a hundred workers addressed.
die in the South African mining industry and thousands are Following DBR Cycle 1, a formal evaluation framework and a set
injured [47]. The main purpose of this paper is to present our new of criteria were developed for evaluating desktop VR training
DBR model, but a secondary aim is to apply the model to applications in the next round of evaluation, which involved
propose, model, prototype and evaluate two novel electronic heuristic evaluation by experts. During DBR Cycle 2 the
training interventions to improve the safety of mine workers. prototype design was refined and then evaluated using this
These e-training systems, implemented by virtual reality (VR) framework. Several internal subcycles of the DBR steps resulted
technology, to simulate underground conditions and potential in an improved version of LSF.
hazards, will supplement conventional classroom training.
Upon reflection, trainers at the Mine indicated that the prototype,
During Cycle 1, a desktop VR training prototype, Look, Stop and which focuses on generic hazards, should be expanded to focus on
Fix (LSF), was designed and developed based on the problem the major causes of incidents. This led to a case study which
analysis and preceding literature reviews. This prototype investigated and identified the causes of incidents, culminating in
simulates the underground working areas, incorporating potential the design and development of a geological conditions prototype
hazards that mine workers need to identify, as well as indicating in DBR Cycle 3. This prototype, called Interactive Simulated
the appropriate actions to be followed in response to each hazard. Geological Conditions (ISGC), focused on major threats, namely
Trainees have to spot potentially hazardous conditions, identify falls of ground. In ISGC, trainees must identify 21 different
the hazards, and indicate which action/s should be taken to geological conditions and specify the associated risks and controls
address the situation. Failure to correctly identify a hazard or to for each condition. Animations of the possible results of ignoring
specify the correct action in dealing with such a hazard causes an or not correctly addressing the geological conditions are shown.
animation to play out, displaying the possible disastrous
The evaluation framework was again used for evaluating this
consequences of ignoring or incorrectly responding to such a
follow-up prototype and problematic issues were identified in
hazard. The LSF prototype was evaluated in practice by user
ISGC. Details of all the evaluations are given later in this section.
surveys at a large platinum mine in Rustenburg, South Africa,
which will hereafter be referred to as the Mine. Details of the Inadequacies also emerged in the framework. After implementing
evaluation are given later in this section. After the evaluation, the improvements to both prototypes, namely LSF and ISGC, a

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further DBR cycle (Cycle 4) was applied to improve the ignoring them. Figure 4 is an LSF screenshot, showing a
evaluation framework itself, so as to strengthen future possible result of ignoring a winch hazard.
evaluations. A meta-evaluation questionnaire was designed and a 4. Evaluate in practice:
meta-evaluation of the evaluation framework identified possible  The artefact is tested in the real-world setting: LSF was
improvements. installed at a computer-based training facility at No 10 shaft at
Figure 3 also shows the solution emanating from the processes. In the Mine, where all the workers were trained with LSF.
line with DBR, the solution has dual outcomes: a practical real-
world contribution in the form of desktop VR training systems
and a theoretical contribution which is an evaluation framework
for evaluating VR training systems.
The next subsections detail the steps in the four cycles of the
DBR model. To assist recall of the information in Section 5.4,
each step is defined in blue font in Cycle 1, followed by the
associated application in this study. For Cycles 2, 3 and 4,
definitions of steps are not repeated, but explanations are
provided. In each case, the research methods are summarised in a
table.
DBR Cycle 1:
1. Problem analysis within context:
 A practical, authentic problem is identified and literature is
reviewed to determine the significance of the problem and
current theory on the topic: The serious problem of safety
training in the mining industry was pinpointed; relevant
literature and documents were reviewed to identify current
theory and determine the significance of the problem.
Figure 4. Miner being pulled into the winch as a possible
 Researchers and practitioners collaborate in analysing the
consequence of operating the winch without drum guards
problem and establishing research goals: See Table 2:
Research methods. Participants were senior mine officials
who confirmed the need for improved safety training.  Data is collected and analysed to answer the research
 The outcome of this step is a proposal containing research questions and to construct design principles: More than 800
goals: Done, along with establishment of research strategy. trainees did the training in the initial runs of LSF.
2. Design solution: An initial design is proposed to address the 5. Reflection: Reflection enhances solution implementation. As
problem. The appropriateness of a design is influenced by the the researcher reflects on the data, new designs can be
contextual limitations and the complexity of interactions that developed and implemented, leading to a continuous design-
occur in real-world settings: Literature studies and a usability reflection-design cycle. Design principles should be
context analysis indicating contextual requirements and documented to be transferable and utilised in similar settings.
constraints [45], informed the initial design of a prototype. New theory may be developed: Based on the data collected,
3. Develop solution: improvements were made to the prototype, leading to a new
 Develop a prototype that serves the research purpose. version of LSF. Following the general success of the training
Development is informed by existing design principles and done at No. 10 shaft, mine management decided that all
technological innovations: A taxonomy of interactive employees who worked underground should be trained with
computer-based visualisation systems for the mining industry the improved version of LSF. The trade union wished to be
was developed [40]. Based on the design principles derived in involved in the decision and requested an opportunity to view
Step 2 and the technological options for applying VR in the LSF. After four union officials underwent training, they
defined context, a prototype, Look, Stop and Fix (LSF), was endorsed the program strongly.
built. LSF simulates the underground working areas and These research methods for Cycle 1 are summarised in Table 2.
focuses on general hazard recognition and remedial actions.
The environment presents potential hazards; mine workers DBR Cycle 2:
must identify them and indicate responsive actions. The
1. Problem analysis within context:
primary researcher was assisted in the development of LSF by
Informal observation of trainees using the prototype at No. 10
a team of students from the Centre for Creative Technologies
shaft unveiled certain problems, due mainly to the trainees’
at the Tshwane University of Technology (TUT).
inexperience in using computers. They struggled to interact with
 The outcome is an innovative, viable artefact: The LSF
the system, and language was a barrier, with many being unable
prototype is a functional system presenting a 3D virtual
to read English.
underground environment, where haulage and stope areas are
2. Design solution:
realistically simulated, along with 27 generic hazards.
An improved version of the LSF system was designed to simplify
Trainees interact with the system to spot potentially hazardous
user interaction. Due to their lack of exposure to computers, many
conditions, identify them correctly, and indicate which
trainees struggled with the computer mouse. To provide pre-
action/s should be taken to address the situation. LSF
training intervention, a PC literacy course was designed, which
graphically depicts hazardous conditions and consequences of
focused mainly on mouse skills.

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3. Develop solution: contributing to falls of ground. This system was called Interactive
The improved version incorporated four languages (English, Simulated Geological Conditions (ISGC) and 21 geological
Setswana, isiXhosa and Sepedi) with mouse voiceovers and conditions were simulated in a virtual environment of the
individualised sound via headsets. Interaction was simplified by underground workplace. The initial target group for ISGC was 52
having a camera pan through the virtual environment on a fixed employees from the higher ranks of underground workers, i.e.
path, eliminating the requirement for trainees to manipulate shift supervisors and mine overseers.
themselves through the simulated underground environment.
Table 2. Research Design: Cycle 1 research methods Table 3. Research Design: Cycle 2 research methods.
Cycle 1 Outputs Cycle 2 Outputs
3 Mine Managers  Taxonomy of 4 Union Officials  PC Literacy system
interactive  Prototype: Improved
4 Safety Officers visualisation systems LSF (camera on fixed
2 Usability Experts
3 Mine Training  Prototype: LSF path, 4 languages,
(generic hazards Participant mouse voiceover),
Participant Managers s 2 Mine Training
identification and still using Torque
s >800 mine workers remedial actions), Experts game engine
completed prototype using the Torque
training game engine as the 2 VR Development
main development Experts
environment
>16000 mine workers
Data Literature studies, Data completed prototype
Collection questionnaires and training
interviews  Questionnaires
Methods completed by 221 Data Interviews and Data
trainees Collection Survey research
Quantitative: Methods
 Transcripts of Heuristic evaluation  Semi-structured
statistical analysis interviews with 4
Data structured interviews
Analysis Qualitative: noting with 23 randomly- Quantitative: Union Officials
patterns and themes, selected trainees statistical analysis  Heuristic evaluation
Data Qualitative: thematic
seeing plausibility done by 6 experts
Analysis analysis, calculating  User satisfaction
frequencies of questionnaire
4. Evaluate in practice: occurrences and completed by 195
The Mine acquired more computers and the improved version of responses, clustering participants
LSF was installed at the training centre. The system was evaluated
using heuristic evaluation by experts, as well as by a user 3. Develop solution:
satisfaction questionnaire survey completed by end users. The In order to simulate geological conditions accurately, the graphics
heuristic evaluation was done by six experts: two usability were required to have a high level of realism. This could not be
experts, two mining training experts and two VR development achieved with the Torque game engine environment used for the
experts. The usability experts had master’s degrees in usability, as two versions of LSF and the models and animation in ISGC was
well as experience in usability evaluation. Both were enrolled for subsequently developed in 3D Studio Max, which is a current
PhD's. The mining training experts had many years of mine industry standard for animation movies. Once again, the
training experience and were heads of their respective researcher was assisted in the development and programming of
departments. The VR developers had been involved in such the ISGC system by students from the Centre for Creative
developments for the last seven years. The user satisfaction Technologies at TUT. Figure 5 is a screen shot from ISGC,
questionnaire was completed by 195 trainees after completion of indicating a geological hazard which the trainee should identify.
their LSF training. Failure to correctly identify the hazard would trigger a graphic
5. Reflection: and fatal fall-of-ground animation.
Due to the success of LSF, further extensions were requested. A
requirement was that the next system should focus not only on 4. Evaluate in practice:
generic hazards, but specifically on the main causes of accidents. The ISGC system was installed at the training centre and
evaluated through heuristic evaluation and a user satisfaction
Table 3 summarises the research methods applied in Cycle 2. questionnaire. The heuristic evaluation was done by the same six
experts who evaluated the LSF prototype in Cycle 2. The user
satisfaction questionnaire was completed by 52 trainees after
DBR Cycle 3: completion of the ISGC training.
1. Problem analysis within context:
Due to falls of ground being the greatest contributor to mining
injuries, a case study was done to analyse the circumstances
relating to falls-of-ground incidents at the Mine.
2. Design solution:
A prototype of a new system was designed with the particular aim
of focusing on the major geological hazardous conditions

77
improve safety training, thereby addressing the original problem
in a real-world setting, which is in line with the spirit of DBR.
DBR Cycle 4:
Problem analysis in context and evaluation in practice:
The evaluations of the LSF and ISGC prototypes during Cycles 2
and 3 not only provided valuable information regarding the
prototypes, but inadequacies in the evaluation framework also
indicated. It was the appropriate time to determine the
effectiveness of the framework itself by performing a meta-
evaluation on the instrument and criteria that had been used as the
basis of the heuristic evaluations. The meta-evaluation
questionnaire was administered to the same six expert evaluators
who had conducted the heuristic evaluation of the two prototype
VR training programs. Findings from the evaluations of the LSF
and ISGC prototypes, plus problems and gaps pinpointed in the
meta-evaluation, led to an improved version of the evaluation
framework.

This final DBR cycle was a demonstration of the versatility of the


DBR process, in that we evaluated not only the VR training
Figure 5. A miner in unsupported blocky ground in the stope
products but also refined the instrumentation and increased its
face area
sensitivity so as to strengthen future VR training artefacts.
However, a detailed discussion of this final cycle is outside the
5. Reflection: scope of this paper.
Several cycles of design-reflection-design led to many
improvements to ISGC, including orientation labels, additional 7. DISCUSSION
visual learning material and challenging scenes containing
combinations of more than one geological hazard, as is practically The four DBR cycles presented in the previous section detailed
experienced underground. the application of the DBR model. To indicate how this research
conforms to the DBR features presented in Table 1, these features
The methods applied in Cycle 3 are summarised in Table 4. are now revisited with an explanation of how each was applied.
Appropriate for complex environments:
Table 4. Research Design: Cycle 3 research methods
Even though mines have “zero harm” polices, more than a
Cycle 3 Outputs hundred miners die annually in work-related incidents and
thousands are injured. With more than 200 000 miners working
2 Usability Experts  Prototype: ISGC
(geological underground in South Africa, improving safety is an important
2 Mine Training hazards national issue that can lead to significant results.
Participant Experts recognition and Problem-solving:
s remedial actions), Inadequate or insufficient training is often cited as a root cause for
2 VR Development
Experts using 3D Studio many mining fatalities and serious incidents. However, training
Max outside of the direct working environment provides only limited
>200 mine workers  High levels of real-life opportunities. As a result, such training may fail to make
completed prototype realism required a significant impact in the tense underground working
training
environment itself. Virtual reality-based training tools, however,
Data Case Study and Survey Data can provide a basis for workers to simulate presence in their
Collection research working conditions without the associated risks. This research
Methods Heuristic evaluation  Findings of case explores issues related to solving a real-world practical problem.
study done to Collaborative and participative:
Quantitative: determine major In defining the problem and determining the context of use,
elementary statistical causes of accidents interviews were held with three mine managers, two safety
analysis  Heuristic officers and three mine training managers. During the planning
Data evaluation done by
Analysis Qualitative: thematic and design of the systems the primary researcher collaborated
analysis, calculating 6 experts
 User satisfaction round-table with several mine training practitioners in the various
frequencies of cycles of design and evaluation of the systems. Furthermore, six
occurrences and questionnaire
completed by 52 industry and academic experts conducted heuristic evaluations of
responses, clustering
participants the prototypes and participated in the meta-evaluation of the
evaluation framework. All these stakeholders made helpful
Subsequent refinements resulted in ISGC being installed as an recommendations, which were used to enhance the systems.
official training system at the Mine. All underground mine Innovative:
workers on the mine do this training on return from their annual This study investigated innovative ways, previously unused in the
leave. Every trainee has to achieve a pass score before being South African mining sector, of applying virtual reality
allowed to resume work underground. ISGC is currently being technology to improve safety training. Such interactive systems
implemented at a number of mine training centres as a solution to

78
have the advantage of exposing employees to numerous hazards continued exposure to this technology will raise the computer
in a safe environment, and simulate the possible consequences of skills of the workforce as they interact with the VR simulations.
unsafe acts in a "forgiving" environment. The scope of this research relates to the use of VR in recognising
Iterative: hazards within the general work areas. It excludes malfunctions in
As indicated in the previous section, four cycles of a systematic safety-critical computer systems at mines. Neither does the
and iterative process of analysis, design, development, evaluation research extend to the operation of equipment or systems, i.e. the
and reflection was followed by the researchers. The findings of domain of simulators, but focuses on VR simulation of generic
each cycle continuously refined the design input to the next cycle and geological hazards encountered in the underground working
to ensure greater relevance and enhanced performance in practice. areas.
Dual outcomes:
This study has dual outcomes in that it contributes theory in the The findings of this study suggest that the proposed DBR model
form of an evaluation framework with implicit design principles, is appropriate for designing and evaluating VR training artefacts
as well as a practical contribution in the form of innovative, to enhance mine safety training. As a practical contribution, the
interactive VR training systems. two systems are in use at several mine training centres. As a
Pragmatic, yet theoretical: theoretical contribution, the evaluation framework is transferable
Implementing the VR training systems was a substantial change and customisable to other industry contexts. Furthermore, the
in mine training practice, but the theoretical contribution is also criteria in the framework also serve as design principles.
sharable and transferable. The evaluation framework comprises
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