Short answer
Focus on creating high-fidelity, accessible VR/AR experiences that address current user pain points to drive future adoption in new media.
- Field
- User-Centred Design
- Source
- Theseus (Ammattikorkeakoulujen) (2019)
- Method
- Futures Research (Technology Roadmapping) combined with qualitative methods (focus groups, semi-structured interviews).
- Sample
- 14 end-users (2 focus groups of 7 each) and 5 industry professionals.
- Evidence
- Strong effect
User adoption of Virtual Reality (VR) and Augmented Reality (AR) in new media is currently hindered by concerns over content quality and device cost, but is predicted to become mainstream within a decade. This user-centred design research insight is drawn from a 2019 study published in Theseus (Ammattikorkeakoulujen). Using Futures research (technology roadmapping) combined with qualitative methods (focus groups, semi-structured interviews). with 14 end-users (2 focus groups of 7 each) and 5 industry professionals., researchers explored how this design variable affects real-world outcomes. The key design takeaway: Focus on creating high-fidelity, accessible VR/AR experiences that address current user pain points to drive future adoption in new media.
VR/AR adoption in New Media hinges on content quality and device accessibility
User adoption of Virtual Reality (VR) and Augmented Reality (AR) in new media is currently hindered by concerns over content quality and device cost, but is predicted to become mainstream within a decade.
Theseus (Ammattikorkeakoulujen) · 2019
Key Findings
- 01Current user hesitation stems from poor VR/AR content quality, high device prices, and limited access.
- 02Major new media players are actively experimenting with and introducing VR/AR content.
- 03Technological advancements are expected to improve device usability within 5 years.
- 04Within 10 years, immersive technologies are projected to significantly shape visual media and become integrated into daily routines.
- 05Businesses adopting a forward-thinking approach to VR/AR integration can achieve profound audience connection and engagement.
Application
Design takeaway
Focus on creating high-fidelity, accessible VR/AR experiences that address current user pain points to drive future adoption in new media.
How to apply
When designing for new media platforms, consider how VR/AR could enhance user experience and plan for the evolution of these technologies, focusing on content creation and user accessibility.
Project actions
- 01When researching emerging technologies, consider user adoption barriers and future potential.
- 02Use futures research methods like roadmapping to visualize technological development over time.
- 03Triangulate data from different user groups (e.g., end-users and professionals) for a more comprehensive understanding.
Method & Evidence
Variables
Strengths & Limitations
Strengths
- +Utilizes a futures research methodology (Technology Roadmapping) to provide a forward-looking perspective.
- +Employs a triangulation of qualitative data sources (focus groups and interviews) for richer insights.
Limitations
The predictions made in this study are speculative and depend on many factors that could change. The number of people interviewed was small, so their opinions might not represent everyone.
Reliability & validity
The validity of the findings relies on the accuracy of the futures research methodology and the representativeness of the qualitative sample. Reliability could be improved with larger, more diverse samples and quantitative data.
Think critically
How might unforeseen technological breakthroughs or societal shifts impact the predicted 10-year timeline for VR/AR integration into new media?
Design Principles
"Anticipate and address user adoption barriers by focusing on content quality and accessibility when designing for emerging technologies."
Understanding user perception and adoption barriers is crucial for designers developing immersive experiences. Addressing these issues proactively can lead to more successful integration of VR/AR into new media platforms, fostering deeper audience engagement.
What This Means for Your Design
People aren't really using VR and AR for online media yet because the stuff you can do with it isn't great and the headsets are too expensive. But in 10 years, it'll be everywhere and really change how we see things online, so companies should start thinking about it now.
How to use in your project
- 1.Use the findings to justify the inclusion or exclusion of emerging technologies in your design project, based on predicted user adoption and market readiness.
- 2.Reference the study's methodology (e.g., Technology Roadmapping) if you are conducting a similar future-oriented investigation.
Add to My Project
Quick Cite
Paragraph starter
This research indicates that while VR and AR technologies hold significant future potential for new media, current user adoption is constrained by issues of content quality and device affordability. Proactive design strategies that prioritize user experience and address these barriers are essential for successful integration and deeper audience engagement in the evolving digital landscape.
Source
Theseus (Ammattikorkeakoulujen)
Futures Research: The Application of VR and AR Emerging Technologies in New Media: Future of Immersive Visuals Online
journal · 2019
View sourceQuestions About This Research
- What does the research say about vr/ar adoption in new media hinges on content quality and device accessibility?
- Focus on creating high-fidelity, accessible VR/AR experiences that address current user pain points to drive future adoption in new media. Evidence: Theseus (Ammattikorkeakoulujen) (2019).
- Why does "VR/AR adoption in New Media hinges on content quality and device accessibility" matter for design?
- Understanding user perception and adoption barriers is crucial for designers developing immersive experiences. Addressing these issues proactively can lead to more successful integration of VR/AR into new media platforms, fostering deeper audience engagement.
- How can designers apply this research?
- Focus on creating high-fidelity, accessible VR/AR experiences that address current user pain points to drive future adoption in new media.
- What were the main findings?
- Current user hesitation stems from poor VR/AR content quality, high device prices, and limited access.. Major new media players are actively experimenting with and introducing VR/AR content.. Technological advancements are expected to improve device usability within 5 years.. Within 10 years, immersive technologies are projected to significantly shape visual media and become integrated into daily routines.
- What research method was used?
- Futures Research (Technology Roadmapping) combined with qualitative methods (focus groups, semi-structured interviews). with 14 end-users (2 focus groups of 7 each) and 5 industry professionals..
- How strong is the evidence?
- Evidence strength is rated Strong effect, based on a 2019 journal from Theseus (Ammattikorkeakoulujen).
- What should I do differently in my next project?
- When designing for new media platforms, consider how VR/AR could enhance user experience and plan for the evolution of these technologies, focusing on content creation and user accessibility.
- What are the limitations?
- The study's predictions are based on current trends and expert opinions, which may not fully account for unforeseen technological shifts or market changes. The sample size for both end-users and professionals is relatively small.