Short answer

To effectively design VR for older adults, move beyond simple feedback sessions and implement structured co-design processes that address specific barriers and leverage adaptive tools to foster genuine collaboration.

Field
User-Centred Design
Source
Computers in Human Behavior Reports (2026)
Method
Systematic Review
Sample
77 studies
Evidence
Strong effect

While older adults are often consulted in VR design, true co-design partnerships are rare, necessitating more structured support and adaptive tools to overcome participation barriers. This user-centred design research insight is drawn from a 2026 study published in Computers in Human Behavior Reports. Using Systematic review with 77 studies, researchers explored how this design variable affects real-world outcomes. The key design takeaway: To effectively design VR for older adults, move beyond simple feedback sessions and implement structured co-design processes that address specific barriers and leverage adaptive tools to foster genuine collaboration.

Study
User-Centred DesignNew This WeekStrong effect

Achieving genuine co-design with older adults in VR requires moving beyond consultation.

While older adults are often consulted in VR design, true co-design partnerships are rare, necessitating more structured support and adaptive tools to overcome participation barriers.

Computers in Human Behavior Reports · 2026

01

Key Findings

  • 01Consultation is the most common form of involvement for older adults in VR design (34%).
  • 02Genuine co-design partnerships are achieved in only 13% of studies.
  • 03A significant majority (62%) of engagements remain at tokenistic or lower levels of participation.
  • 04Barriers to participation include cognitive/physical limitations, technological complexity, and insufficient facilitation.
  • 05Iterative feedback, adaptive design tools, and structured support strategies enhance inclusive engagement.
02

Application

Design takeaway

To effectively design VR for older adults, move beyond simple feedback sessions and implement structured co-design processes that address specific barriers and leverage adaptive tools to foster genuine collaboration.

How to apply

When designing VR for older adults, plan for multiple stages of involvement, from initial concept to iterative testing, and equip facilitators with methods to encourage deeper collaboration and provide necessary technical assistance.

Project actions

  • 01When involving older adults in your design project, clearly define what level of participation you are aiming for (e.g., consultation, co-design).
  • 02Proactively identify and plan to mitigate potential barriers to participation, such as technological unfamiliarity or physical comfort.
03

Method & Evidence

AimTo systematically review and analyze the roles and participation levels of older adults in the design of virtual reality interventions, identifying barriers and facilitators to their meaningful engagement.
MethodSystematic Review
ProcedureA systematic review of 77 studies published between 2016 and 2024 was conducted, analyzing the roles older adults assumed in VR design, the methods used to support their involvement, and the tasks of designers, guided by Arnstein's Ladder and the Double Diamond model.
Sample77 studies
ContextVirtual Reality (VR) design for older adults, particularly in health and aging contexts.

Variables

IVMethods used to support older adult involvement, design phase, level of user agency.
DVLevel of participation achieved (tokenistic, consultation, co-design).
CVType of VR intervention, specific health/aging context, publication year range.
04

Strengths & Limitations

Strengths

  • +Systematic approach ensures comprehensive coverage of relevant literature.
  • +Utilizes established frameworks (Arnstein's Ladder, Double Diamond) for analysis.

Limitations

It can be challenging to achieve true co-design due to time constraints, participant availability, and the complexity of the design tools or technology being used.

Reliability & validity

The systematic review methodology, with clear inclusion/exclusion criteria and analytical frameworks, enhances the reliability and validity of the findings. However, the interpretation of 'participation levels' across diverse studies may introduce some subjectivity.

Think critically

Given that only 13% of studies achieve genuine co-design, what are the most significant systemic changes needed in design practice and education to foster higher levels of user agency, particularly for vulnerable or less technologically-savvy populations?

05

Design Principles

"Meaningful user participation in design requires a commitment to co-creation, not just consultation, by actively addressing barriers and providing appropriate support throughout the design process."

For designers creating VR experiences, particularly for aging populations, understanding the spectrum of user involvement is crucial. Simply gathering feedback (consultation) is insufficient for achieving truly user-centred outcomes; designers must actively facilitate deeper collaboration to ensure products meet the complex needs and preferences of older adults.

06

What This Means for Your Design

When designers ask older people to help design VR, they usually just ask for their opinions, but don't really let them be part of the creation process. To make VR that older people will actually like and use, designers need to find better ways to work *with* them, not just *ask* them.

How to use in your project

  • 1.Reference this study when discussing the importance of user involvement in your design process, particularly if your project targets older adults or involves complex technology like VR.
  • 2.Use the findings on participation barriers and facilitators to justify your chosen methods for user research and testing.
07

Add to My Project

08

Quick Cite

Paragraph starter

This research underscores the critical need for genuine co-design partnerships when developing technologies like virtual reality for older adults. While consultation is common, achieving meaningful participation requires moving beyond tokenistic involvement by actively addressing barriers such as technological complexity and providing structured support, as demonstrated by the limited success (13%) in achieving true co-design partnerships in existing studies.

09

Source

Computers in Human Behavior Reports

Unpacking the diversity and complexity of roles and participation in virtual reality design for older adults: A systematic review

journal · 2026

View source

Questions About This Research

What does the research say about achieving genuine co-design with older adults in vr requires moving beyond consultation?
To effectively design VR for older adults, move beyond simple feedback sessions and implement structured co-design processes that address specific barriers and leverage adaptive tools to foster genuine collaboration. Evidence: Computers in Human Behavior Reports (2026).
Why does "Achieving genuine co-design with older adults in VR requires moving beyond consultation." matter for design?
For designers creating VR experiences, particularly for aging populations, understanding the spectrum of user involvement is crucial. Simply gathering feedback (consultation) is insufficient for achieving truly user-centred outcomes; designers must actively facilitate deeper collaboration to ensure products meet the complex needs and preferences of older adults.
How can designers apply this research?
To effectively design VR for older adults, move beyond simple feedback sessions and implement structured co-design processes that address specific barriers and leverage adaptive tools to foster genuine collaboration.
What were the main findings?
Consultation is the most common form of involvement for older adults in VR design (34%).. Genuine co-design partnerships are achieved in only 13% of studies.. A significant majority (62%) of engagements remain at tokenistic or lower levels of participation.. Barriers to participation include cognitive/physical limitations, technological complexity, and insufficient facilitation.
What research method was used?
Systematic Review with 77 studies.
How strong is the evidence?
Evidence strength is rated Strong effect, based on a 2026 journal from Computers in Human Behavior Reports.
What should I do differently in my next project?
When designing VR for older adults, plan for multiple stages of involvement, from initial concept to iterative testing, and equip facilitators with methods to encourage deeper collaboration and provide necessary technical assistance.
What are the limitations?
The review focuses on VR interventions in health and aging contexts, and findings may not generalize to all VR design applications or user demographics. The interpretation of 'participation levels' can be subjective across studies.