A Systematic Review and Taxonomy of VR Usability Heuristics: Trends, Challenges, and Directions

IF 30.4 1区 计算机科学 Q1 COMPUTER SCIENCE, THEORY & METHODS
Mohd Kamal Othman, Rahimah Mat, Norehan Zulkiply
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Abstract

As Virtual Reality (VR) becomes prevalent in high-stakes and everyday applications, ensuring seamless user experiences (UX) is essential. While Heuristic Evaluation (HE) is a highly valuable usability inspection method, its application across VR domains and devices remains fragmented and underexplored. This review examines VR usability research from 2004 to 2025, drawing on 53 rigorously selected studies. We propose a methodological taxonomy categorising heuristic approaches into four distinct types: VR-Specific and Custom Heuristics (41.5%), Combinations and Mixed-Methods (26.4%), Traditional/General Heuristics (24.5%), and Unspecified evaluations (7.6%). While Core HCI and Technology remain the foundational domain, HE has rapidly expanded into Education, Industrial Training, and Healthcare. Hardware usage predominantly involves immersive Wearables (HMDs), with hybrid 2D/3D systems emerging strategically in clinical and industrial contexts. Crucially, traditional 2D heuristics often fail to capture VR's unique spatial, physical, and cognitive complexities, including simulator sickness, multi-user latency, and spatial UI clutter. Recent literature (2024–2025) reveals a critical shift toward mixed-method evaluations, pairing HE with standardised metrics such as the System Usability Scale (SUS), and validated, domain-specific frameworks (e.g., for wearable VR educational apps). By addressing these gaps, adopting mixed methods, and refining frameworks, the community can deliver intuitive, safe, and user-centred VR experiences, unlocking its full transformative potential.
VR可用性启发式的系统回顾和分类:趋势、挑战和方向
随着虚拟现实(VR)在高风险和日常应用中变得普遍,确保无缝的用户体验(UX)至关重要。虽然启发式评估(HE)是一种非常有价值的可用性检查方法,但其在VR领域和设备中的应用仍然是碎片化的,尚未得到充分的探索。本文回顾了从2004年到2025年的VR可用性研究,借鉴了53项严格选择的研究。我们提出了一种方法分类法,将启发式方法分为四种不同的类型:vr特定和自定义启发式(41.5%),组合和混合方法(26.4%),传统/一般启发式(24.5%)和未指定评估(7.6%)。虽然核心HCI和技术仍然是基础领域,但HE已迅速扩展到教育、工业培训和医疗保健领域。硬件使用主要涉及沉浸式可穿戴设备(hmd),混合2D/3D系统在临床和工业环境中战略性地出现。最关键的是,传统的2D启发式方法往往无法捕捉到VR独特的空间、物理和认知复杂性,包括模拟器疾病、多用户延迟和空间UI混乱。最近的文献(2024-2025)揭示了向混合方法评估的关键转变,将HE与标准化指标(如系统可用性量表(SUS))和经过验证的特定领域框架(例如,用于可穿戴VR教育应用程序)相结合。通过解决这些差距,采用混合方法和完善框架,社区可以提供直观,安全和以用户为中心的VR体验,释放其全部变革潜力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
ACM Computing Surveys
ACM Computing Surveys 工程技术-计算机:理论方法
CiteScore
33.20
自引率
0.60%
发文量
372
审稿时长
12 months
期刊介绍: ACM Computing Surveys is an academic journal that focuses on publishing surveys and tutorials on various areas of computing research and practice. The journal aims to provide comprehensive and easily understandable articles that guide readers through the literature and help them understand topics outside their specialties. In terms of impact, CSUR has a high reputation with a 2022 Impact Factor of 16.6. It is ranked 3rd out of 111 journals in the field of Computer Science Theory & Methods. ACM Computing Surveys is indexed and abstracted in various services, including AI2 Semantic Scholar, Baidu, Clarivate/ISI: JCR, CNKI, DeepDyve, DTU, EBSCO: EDS/HOST, and IET Inspec, among others.
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