Designing VR Experiences through an Ergonomic Approach : Redesigning Facial Interfaces by Race and Gender
This study investigates how racial and gender differences affect virtual reality head-mount display's user experience, especially in immersion, presence, and simulator sickness. Applying Hsiao’s six-step anthropometric design paradigm, four interfaces were developed: (1) Small, Medium, and Large models scaled from the Oculus Quest 2 pattern by standard deviation ranges, and (2) a “Best Fit” model reflecting average Korean craniofacial features with re-proportioned forehead and nasal regions. Eighty participants in their 20s and 30s (41 Korean, 39 Caucasian) were recruited, and craniofacial measurements (head circumference, length, breadth, and bizygomatic breadth) were collected. Each participant experienced the same VR game using both the existing and newly designed interfaces, followed by immersion, presence, and SSQ questionnaires and semi-structured interviews. Results showed significant racial and gender differences in immersion and presence with the new interfaces, highlighting the need for customized designs. Notably, modifications to cheekbone width and head length improved immersion and presence while reducing simulator sickness. These findings underscore the importance of ergonomic, demographically informed design for VR HMD face interfaces and provide baseline data for user-centered device development.
Authors
- So-Yeon Kim (ORCID: https://orcid.org/0000-0002-3219-9654)
- Sangwon Lee (ORCID: https://orcid.org/0000-0003-2471-8079)
- Subin Park (ORCID: https://orcid.org/0000-0002-5143-3530)
- H. Yu (ORCID: https://orcid.org/0000-0002-4657-3926)
Publication Details
- Journal
- Korea Institute of Design Research Society
- Published
- 2025-09-30
- DOI
- https://doi.org/10.46248/kidrs.2025.3.644
- Primary Topic
- Fashion and Cultural Textiles
- Type
- article
- Field-Weighted Citation Impact
- 0.00