The benefits of using VR prototypes for higher-cost categories in innovation and design research are well known – logistics, greater modification flexibility, lower cost, virtual in-store and competitive choice scenarios.
But does VR work equally well across age groups, from 20 – 60?
And how far do usabilty insights go with state-of-the-art VR headsets – can researchers capture aspects such as weight, colours, finishing, materials and more?
We’re presenting a case study exploring these issues in work we conducted with our client Electrolux and their VR partner at the Qual360 Conference in Berlin:
Join us – and if you can’t make it, please get in touch.