Methodological Reflections on Early-Stage Requirement Gathering and Prioritization For Immersive Extended Reality Applications

The development of immersive media applications depends on structured processes early on to gather and prioritise user requirements. The processes for complex research projects with multiple partners often take place through internal co-creation sessions with consortium members rather than direct contact with end users. The effectiveness of these initial processes remains crucial as they drive the refinement of the application that will later be tested by end-users, developers and professional stakeholders. This paper examines the methodological challenges that arose during the collection of qualitative requirements and quantitative prioritisation within the PRESENCE project, a European project focusing on developing extended reality (XR) technologies to improve immersive communication. Combining action research with reflective analysis, this paper reveals several key challenges, including (1) difficulties in designing realistic yet visionary personas and aligning stakeholder interpretations, (2) translation issues from open-ended feedback to concrete and actionable requirements, and (3) cognitive overload and reduced engagement during the quantitative prioritisation of a large set of requirements. The research findings fit into general evaluation approaches for immersive media projects and provide recommendations to improve early-stage processes, which will benefit future interaction and storytelling design.

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Published
2025-05-27
DOI
https://doi.org/10.5753/imxw.2025.7940
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.00

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article

Methodological Reflections on Early-Stage Requirement Gathering and Prioritization For Immersive Extended Reality Applications

Iris Jennes, Fariba Mostajeran, Elias Blanckaert, Louise Hallström
Virtual Reality Applications and Impacts
article

Methodological Reflections on Early-Stage Requirement Gathering and Prioritization For Immersive Extended Reality Applications

Iris Jennes, Fariba Mostajeran, Elias Blanckaert, Louise Hallström
article en

Abstract

The development of immersive media applications depends on structured processes early on to gather and prioritise user requirements. The processes for complex research projects with multiple partners often take place through internal co-creation sessions with consortium members rather than direct contact with end users. The effectiveness of these initial processes remains crucial as they drive the refinement of the application that will later be tested by end-users, developers and professional stakeholders. This paper examines the methodological challenges that arose during the collection of qualitative requirements and quantitative prioritisation within the PRESENCE project, a European project focusing on developing extended reality (XR) technologies to improve immersive communication. Combining action research with reflective analysis, this paper reveals several key challenges, including (1) difficulties in designing realistic yet visionary personas and aligning stakeholder interpretations, (2) translation issues from open-ended feedback to concrete and actionable requirements, and (3) cognitive overload and reduced engagement during the quantitative prioritisation of a large set of requirements. The research findings fit into general evaluation approaches for immersive media projects and provide recommendations to improve early-stage processes, which will benefit future interaction and storytelling design.

Vrije Universiteit Brussel (BE), Universität Hamburg (DE)
European Commission, HORIZON EUROPE Framework Programme
Openalex Percentile: Top 89%
Virtual Reality Applications and Impacts
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Methodological Reflections on Early-Stage Requirement Gathering and Prioritization For Immersive Extended Reality Applications — Iris Jennes, Fariba Mostajeran, et al. · (2025) | TGRS Research Map | TGRS