How do VR and video conferencing (VC) compare as productivity tools?
I administered a moderated focus-group study comparing productivity and UX in VR vs. a video conferencing tool.
Why study VR & VC?
In the height of the Covid-19 pandemic, many workplaces had gone totally remote -- some had even gone to VR.
We sought to determine if VR was a suitable replacement or even improvement on the video conferencing model for workplace productivity.
We sought to determine if VR was a suitable replacement or even improvement on the video conferencing model for workplace productivity.
How did we assess productivity and UX in VR/VC?
We utilized Spatial, a VR tool designed for meetings on the Oculus Quest 2 system, and Zoom, the standard for VC meetings. We had participants meet in both Spatial and Zoom, and gave them prompts for collaborative brainstorming. They were encouraged to use the tools at their disposal within each platform to assist their discussions.
We compared the number of unique ideas generated between systems, as well as user perceptions on their experiences within each platform with quantitative and qualitative measures.
We compared the number of unique ideas generated between systems, as well as user perceptions on their experiences within each platform with quantitative and qualitative measures.
Ideation did not significantly differ between platforms -- but VR offered many immersive meeting features.
Participants noted that VR was especially helpful for work in non-textual outputs, such as 3D modelling or design. They were able to feel a sense of embodiment and engagement within the meeting space not possible in VC.
However, participants noted that VR itself can be distracting, fatiguing, and difficult to disconnect from compared to VC. Users needed a chance during usual working hours to disconnect, and found it much easier and less taxing to do so in VC.
Why does it matter?
VR was not a detriment to productivity in our group ideation setting, and can be a valuable alternative to typical VC in remote working contexts.
VR is provides unique capacities not possible in VC with it's 3D component, such as collaborative modeling, design, and demonstrations to real-life scale.
VR can also be far more fatiguing and expensive for users, making it benefitial for likely only some working contexts. VC is far more accessible and familiar for most remote workers.
VR is provides unique capacities not possible in VC with it's 3D component, such as collaborative modeling, design, and demonstrations to real-life scale.
VR can also be far more fatiguing and expensive for users, making it benefitial for likely only some working contexts. VC is far more accessible and familiar for most remote workers.