Exploring the Dynamics of HMD and Non-HMD Users in Museum Exhibition with Virtual Reality

Virtual reality (VR) in museum exhibitions often centers on the person using a head-mounted display (HMD), overlooking the experience of co-located visitors. We conducted a user study with 25 participants, using a prototype museum exhibit featuring VR content, one HMD, a tangible controller, and a public display. Our findings identified four user roles: HMD User, Guide, Observer, and Avoidant Participant, shaped by the design, usability, and social context. Guides emerged to assist others, partly compensating for the usability and lack of embedded instructions. Observer and Avoidant roles revealed missed opportunities for interaction. Our findings highlight the value of designing for asymmetric participation to support varied and inclusive engagement in group settings with VR in museum settings, and we present design implications to better support this.

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Publication Details

Published
2025-11-29
DOI
https://doi.org/10.1145/3771882.3771898
Primary Topic
Virtual Reality Applications and Impacts
Type
article
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article

Exploring the Dynamics of HMD and Non-HMD Users in Museum Exhibition with Virtual Reality

Sanni Mustonen, Jonna Häkkilä, Siiri Paananen, Jemina Colley
Virtual Reality Applications and Impacts
article

Exploring the Dynamics of HMD and Non-HMD Users in Museum Exhibition with Virtual Reality

Sanni Mustonen, Jonna Häkkilä, Siiri Paananen, Jemina Colley
article en

Abstract

Virtual reality (VR) in museum exhibitions often centers on the person using a head-mounted display (HMD), overlooking the experience of co-located visitors. We conducted a user study with 25 participants, using a prototype museum exhibit featuring VR content, one HMD, a tangible controller, and a public display. Our findings identified four user roles: HMD User, Guide, Observer, and Avoidant Participant, shaped by the design, usability, and social context. Guides emerged to assist others, partly compensating for the usability and lack of embedded instructions. Observer and Avoidant roles revealed missed opportunities for interaction. Our findings highlight the value of designing for asymmetric participation to support varied and inclusive engagement in group settings with VR in museum settings, and we present design implications to better support this.

University of Oslo (NO), Lapland University of Applied Sciences (FI), University of Lapland (FI)
Openalex Percentile: Top 61%
Virtual Reality Applications and Impacts
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