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UX RESEARCH

PAIN POINTS IN VR AND GAMING.

Photo Cover, VR in Gaming
TEAM

David Raxa, Joseph Lestochi, Steven Miller, Voltaire Valino.

MY ROLE

Observational Interviews, Video and Audio recordation, Video-clip synthesization, Research Synthesization, User Journey creation.

PROJECT OVERVIEW

We want to take a look at what about XR in gaming excites people, what makes people want to experience it, and what the path forward looks like in improving and creating a more immersive experience. Our research also will synthesize pain points in current VR systems and their possible solutions.

RESEARCH

Our approach was to look into the current state of VR and gaming, and to understand the background surrounding the two.

Our Approach
OBSERVATIONAL INTERVIEWS

6 Observational Interviews were conducted of a diverse set of gamers varying from entry-level -> expert level experience

Before and after each session, experts were inquired on their excitements and frusterations when playing their VR games.

Observational Interview
My Observational Interview and conversation with a VR Gamer.
A VR Expert Gamer slides and shoots smoothly.

Gamers were observed on their intuition, familiarity, and curiosity when playing their favorite VR games.

A Gamer having fun in the kitchen!
Another VR Gamer's first time getting shot at 😱.

SYNTHESIS

Our synthesis allowed us to target similiar pain points and interests of their VR gameplay.

Our Data Synthesis
NOTABLE INSIGHTS

All interviewes appreciated VR's sense of immersion.

Users wanted a full sense of interaction, movement, and control.

Gamers wanted to utilize micro-interactions during gameplay.

NOTABLE PAIN POINTS

Interviewees were frusterated or confused with the navigation of the Oculus Quest.

Almost all partcipants experienced headaches, eye strain.

There was a notable difference of intuition between casual and experienced gamers.

Climbing, reloading, and shooting. Quick immersion and movement.
Uhh.... how do I use this?

OUR PROBLEMS

There's a noteworthy GAP between new and experienced VR gamers.
VR is an underdeveloped field both in terms of software and hardware.
Player comfort/User Experience does not have enough of a focus.
The immersive capabilities of VR are underutilized.

HOW MIGHT WE...

How might we statements

OUR PERSONA

Our Persona, Benson, was an average PC Gamer from California. We chose Benson as our persona so we could target his pain points that are keeping him from buying a VR.

Addressing Benson's issues will allow more inclined VR gamers a larger incentive to play, as users who regularly play videogames are more enticed to purchase a VR along with their consoles.

Focusing on these issues allowed us to target the overall UX experience for a more sustainable future in VR.

USER JOURNEY
User Journey

OUR OUTCOMES

Adressing Overall User Experience and Comfort

Firstly, we must take into account that VR is still in its beginning stages. Being said, this provides much potential for users. In order to improve retention and playability, designers should focus on enchancing and improving VR's UI for easier and more intuitive navigation. Either in the physical plane with headset weight and overall comfort, and in the digital landscape with its navigational elements, VR Devices need to create more intuitive and understandable methods in order to be a true competitor to gaming systems.