HCI Research Usability Study Virtual Reality

How a VR study revealed emotional connection as a key UX driver

TL;DR

Evaluated navigation, interaction, and user comfort in Wander VR using SUS, SSQ, and moderated interviews.

Benchmark

Recorded a SUS score of 63.75, identifying significant gaps in map intuition and physical comfort.

Insight

Discovered that personal relevance and emotional connection can override interface friction in immersive systems.

Impact

Defined actionable design recommendations to reduce cognitive disorientation and improve comfort in spatial navigation.

Evaluating both usability and user experience in VR

The primary goal of this study was to go beyond simple task completion. I wanted to understand how users navigate immersive environments and how VR impacts them physically and emotionally.

In spatial systems, it isn't just about "can users do it"—it's about how the experience feels.

Wander app on Meta Quest 3

Study Setup

Methodology
Platform

Meta Quest 3

App

Wander VR

Participants

3 users with varying levels of VR familiarity.

Core Tasks
  • 1. Select a location directly from the map.
  • 2. Find a meaningful location (e.g., hometown).
  • 3. Use random teleportation to explore new places.
AR/VR study setup — Meta Quest 3 device and environment

Users could complete tasks, but struggled with the experience

63.75

SUS Score (Below Average)

Motion Discomfort

SSQ Findings

3/3

Users felt disoriented

Key Usability Challenges

  • Difficult Navigation: Unclear map interface, lack of zoom, and unstable pointers.
  • Lack of Context: Disorientation after teleportation; no clear indicator of location.
  • UI Proximity: Interface elements were often too close to the face, causing cognitive fatigue.

"The search window is on my face, it's hard to remove it."

"The map... lacked details. I could only choose a location and go there."

Turning Point

The finding we didn't expect

Task 2 asked participants to search for somewhere personally meaningful to them. For P3, an international student, that meant searching for her hometown in India. We weren't prepared for what happened next.

"This is my home... woww amazing. I don't know when this picture was clicked, but if my dog was outside then you could have seen my dog."

P3 · Targeted Search Task · India

She recognised her own house. She started looking for her dog. The task was basically forgotten at that point. She just wanted to explore. It was one of those moments where you stop taking notes and just watch.

User Study Observation

The Key Insight

Usability alone does not define VR experience

Even with usability issues, emotional connection increased engagement. Familiarity created immersion, and personal relevance made the experience meaningful.

Design Recommendations

Execution

To reduce confusion and improve comfort:

Micro-onboarding

Add a short 10-15 sec tutorial for spatial calibration before the session begins.

Spatial Feedback

Introduce haptics and improved teleportation visuals to build user confidence.

UI Placement

Adjust default window distance to match personal space expectations and reduce fatigue.

To support immersion:

Smoother Transitions

Reduce abrupt camera movements to minimize motion sickness and disorientation.

Enable Personalization

Support emotional exploration via saved, meaningful locations that build a sense of presence.

Reflection

This study changed how I think about user experience. I learned that patterns observed in VR translate to all intelligent systems:

  • spatial interactions must match real-world expectations
  • feedback is critical for user confidence
  • emotional moments define the success of a product