What do people want from VR and AR? What makes some experiences “work” at creating immersion and embodiment? Where does VR fit into the lives and habits of busy people? And how can technologists and designers make VR more closely meet the needs and desires of all users?
On Tuesday, May 15, 2018, we dug into these questions and more in our first-ever VR research techniques workshop, Principles of User Research for VR and AR, held in collaboration with our friends at Jump Into the Light VR Cinema and Playlab. In this workshop, we did a deep dive into two qualitative methodologies, open-ended interviews and participant observation.
We started out with a short talk about these methods, looked at some examples of data collection instruments and real-world data from an original Implosion Labs study on the VR theater experience, and then got hands on with trying out VR experiences and research techniques. Our group was interdisciplinary and multi-industry, including UX researchers and designers, service designers, music composer, creative technologists with experience in VR, artists, and health technology entrepreneurs.