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

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
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article

Designing VR Experiences through an Ergonomic Approach : Redesigning Facial Interfaces by Race and Gender

So-Yeon Kim, Sangwon Lee, Subin Park, H. Yu
Korea Institute of Design Research Society
Fashion and Cultural Textiles
article

Designing VR Experiences through an Ergonomic Approach : Redesigning Facial Interfaces by Race and Gender

So-Yeon Kim, Sangwon Lee, Subin Park, H. Yu
article en

Abstract

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.

Korea Institute of Design Research SocietyVol. 10(3)
Openalex Percentile: Top 73%
Fashion and Cultural Textiles
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Designing VR Experiences through an Ergonomic Approach : Redesigning Facial Interfaces by Race and Gender — So-Yeon Kim, Sangwon Lee, et al. · Korea Institute of Design Research Society (2025) | TGRS Research Map | TGRS