Peer-reviewed research
Taking Usability Testing into Virtual Reality: What Do UX Researchers Need to Know?
Amber Hedquist, Danielle Storey, Vandan Gohil, Poorva Ketkar, Mayank Muthyala, Atharva Nikam, Kathryn Lambrecht, Stephen Carradini, Claire Lauer
Communication Design Quarterly (ACM SIGDOC), Volume 14, Issue 2 (June 2026), pages 23–42. Published online .
Summary
Virtual reality breaks assumptions behind traditional usability testing: people interact through several input modes at once, carry a heavier cognitive load, and want to reach and stay in a flow state.
Across three test sessions over six months, we adapted the usability protocol and distilled what worked into the RAFT heuristic for VR usability testing.
The RAFT heuristic for VR usability testing
The RAFT heuristic for VR usability testing names four dimensions of emergent practice for running usability tests in virtual reality: rhetorical, attitudinal, facilitative and technical. Each comes with four best practices. The definitions below are quoted from the paper.
R — Rhetorical
In the RAFT heuristic for VR usability testing, the rhetorical dimension is “the strategic use of language, narrative, and language conventions to shape user understanding, establish trust, and support clarity before, during, and after VR engagement.”
- Use metaphor thoughtfully to explain abstract concepts and connect gameplay with survey questions.
- Standardize terminology for interactive elements to ensure clarity across team members.
- Reassure participants that technical issues are not their fault to sustain engagement.
- Curate the experience beyond the headset with emotional and cognitive preparation before and after gameplay.
A — Attitudinal
In the RAFT heuristic for VR usability testing, the attitudinal dimension is “the attitudes researchers and facilitators must adopt—such as openness, adaptability, and persistence—to guide development and testing.”
- Adopt a ‘fail forward’ mindset and treat missteps as iterative learning opportunities.
- Remain flexible in response to varying participant needs and behaviors during testing.
- Commit to iteration by refining approaches between and even during sessions.
- Distribute expertise by involving users as co-researchers and collaborating across disciplines.
F — Facilitative
In the RAFT heuristic for VR usability testing, the facilitative dimension is “structural support and scaffolds that help participants feel prepared, guided, and resilient throughout the VR experience.”
- Plan for pivots by preparing contingency strategies for system crashes or navigation issues.
- Offer onboarding experiences tailored to the audience, using tutorials or walkthroughs as needed.
- Prime users for technical issues such as calibration errors to reduce confusion.
- Embed muscle memory by having users practice controller gestures before testing.
T — Technical
In the RAFT heuristic for VR usability testing, the technical dimension is “the logistical and system-level mechanisms that support smooth functionality, efficient troubleshooting, and responsive design.”
- Provide a technical tour of the headset to familiarize users with its features.
- Test and prepare all equipment in advance, including backups and contingency plans.
- Have a technical specialist available during sessions to manage live troubleshooting.
- Train researchers to distinguish calibration issues from user mistakes to expedite support.
Why VR usability testing is different
Most usability methods were built for flat screens. The paper names three ways VR breaks their assumptions, and they are why the RAFT heuristic for VR usability testing exists.
Multimodal interaction
A VR headset layers visuals, audio and haptic feedback, and people act through hand gestures and joystick controls. A researcher watching from outside can't easily see what the participant sees, and gestures are much harder to track than the clicks and taps of a website test.
Cognitive load
VR's multimodal experience can overload a participant's working memory: too many visuals, unclear audio instructions, or complex physical interactions. In the study, participants who didn't grasp the controls early often disengaged, and some finished with limited understanding of the content.
Flow state
Asking a participant to think aloud to someone outside the headset can make them miss audio cues and break their flow through the experience. By the third test, the team dropped think-aloud during play, observed quietly, and saved questions for the debrief.
How to cite
APA
Hedquist, A., Storey, D., Gohil, V., Ketkar, P., Muthyala, M., Nikam, A., Lambrecht, K., Carradini, S., & Lauer, C. (2026). Taking usability testing into virtual reality: What do UX researchers need to know? Communication Design Quarterly, 14(2), 23–42. https://doi.org/10.1145/3794927.3794930BibTeX
@article{hedquist2026vr,
title = {Taking Usability Testing into Virtual Reality: What Do {UX} Researchers Need to Know?},
author = {Hedquist, Amber and Storey, Danielle and Gohil, Vandan and Ketkar, Poorva and Muthyala, Mayank and Nikam, Atharva and Lambrecht, Kathryn and Carradini, Stephen and Lauer, Claire},
journal = {Communication Design Quarterly},
volume = {14},
number = {2},
pages = {23--42},
year = {2026},
month = jun,
issn = {2166-1642},
publisher = {Association for Computing Machinery},
doi = {10.1145/3794927.3794930},
url = {https://doi.org/10.1145/3794927.3794930}
}Abstract
As emerging technologies such as virtual reality (VR) continue to become more widespread, user experience (UX) researchers face new opportunities and challenges that traditional usability testing methods are not fully equipped to address. VR's immersive nature introduces complexities such as multimodal interactions, cognitive load concerns, and the desire for users to achieve and maintain a flow state. Therefore, designing usability tests for VR experiences requires methodological adaptation. In this paper, we discuss our progression through three separate usability sessions that took place over a six month period, and illustrate how researchers can adapt protocols to meet the distinctive challenges of VR experiences. We conclude with the RAFT heuristic: a summation of the rhetorical, attitudinal, facilitative, and technological emergent practices intended to support the evolving process of usability testing in VR.
Keywords: virtual reality, usability testing, user experience (UX), immersive technology, technical communication. DOI: 10.1145/3794927.3794930. Free to read on the ACM Digital Library.



