I had the incredible opportunity to serve as a Meta VR experience specialist, where I conducted user experience observation and demonstrations. This role allowed me to immerse myself in the world of virtual reality, particularly focusing on the Oculus Quest 3, a device known for its exceptional features appealing to both seasoned VR enthusiasts and newcomers.
By expertly demonstrating Meta’s VR headsets, including the Quest 3 and Quest Pro, I leveraged my comprehensive knowledge of technology and design. Engaging directly with users, I observed their entire journey—from navigating and exploring to understanding and performing with various software and games. These valuable insights informed product development and enhancements, showcasing the power of thoughtful design and user-centric observation in creating unparalleled VR experiences.
Objective:
To observe and understand how users interact with the Meta Quest 3 headset, identify any usability issues, and gather insights to improve the overall user experience.
This event fosu on two advanced features upgraded with Quest 3: the Direct Touch and passthrough camera feeds performance!
- Direct Touch and Hand Tracking: lets users interact with the virtual environment using their hands instead of controllers.
- Passthrough: allows users to see the real world through the mixed reality headset, blending physical and virtual environments seamlessly.
Participants
I observed and interacted with 40+ users of varying levels of VR experience, from novice to expert, including those who have previously used Quest Pro and Quest 2.
Image below: AR streaming showcasing enhanced 'Passthrough' and advanced 'Direct Touch' hand-tracking features through experience observation.
Image above: My in-depth explorations on Hand-Tracking and analysis of key features of the Quest Pro and Quest 3.
The Process:
We greeted participants and provided a brief overview of the session.
We asked participants about their prior experience with VR headsets, including Quest Pro and Quest 2.
Observation Session:
- Task 1: Setup and Calibration
- Task 2: Navigating the Interface
- Asked users to navigate through the main menu, select applications, and adjust settings.
- Paid attention to their ease of use and any points of confusion.
- Task 3: Engaging with Applications
- Had users try out the destination applications, such as S.
- Noted their level of engagement, ease of use, and any issues they encountered.
- Task 4: Using Hand Tracking and Direct Touch
- Instructed users to interact with applications using the hand tracking and Direct Touch feature.
- Observed how naturally they use their hands and any challenges they face.
- Task 5: Passthrough Camera Feeds Performance
- Had users try out different applications to feel the passthrough camera feature, to see how well it blends the real room setting and virtual worlds.
- Observed the clarity, responsiveness, and overall user satisfaction with this feature.
- Task 6: Comparing Experiences
- Specifically asked users with prior experience with Quest Pro and Quest 2 to compare their experiences with the Quest 3.
- Noted their feedback on improvements, regressions, and overall satisfaction with the Quest 3.
- Debriefing:
- Conducted a post-test interview to gather participants' thoughts and feelings about their experience.
- Asked specific questions about any difficulties they faced and suggestions for improvement.
- Encouraged participants to share any additional feedback.
- Analysis:
- Reviewed recordings and notes to identify common usability issues and patterns.
- Categorized feedback into actionable items for the design and development teams.
- Summarized findings in a report highlighting key insights and recommendations.
Detail information is protected by NDA. The above information reflects my personal opinions and does not represent other organization. For more information about the immersive insights, please contact me directly.