Working in Extended Reality in the Wild: Worker and Bystander Experiences of XR Virtual Displays in Public Real-World Settings.

Although access to sufficient screen space is crucial to knowledge work, workers often find themselves with limited access to display infrastructure in remote or public settings. While virtual displays can be used to extend the available screen space through extended reality (XR) head-worn displays (HWD), we must better understand the implications of working with them in public settings from both users' and bystanders' viewpoints. To this end, we conducted two user studies. We first explored the usage of a hybrid AR display across real-world settings and tasks. We focused on how users take advantage of virtual displays and what social and environmental factors impact their usage of the system. A second study investigated the differences between working with a laptop, an AR system, or a VR system in public. We focused on a single location and participants performed a predefined task to enable direct comparisons between the conditions while also gathering data from bystanders. The combined results suggest a positive acceptance of XR technology in public settings and show that virtual displays can be used to accompany existing devices. We highlighted some environmental and social factors. We saw that previous XR experience and personality can influence how people perceive the use of XR in public. In addition, we confirmed that using XR in public still makes users stand out and that bystanders are curious about the devices, yet have no clear understanding of how they can be used.

Authors

Publication Details

Journal
Apollo (University of Cambridge)
Published
2025-10-01
DOI
https://doi.org/10.17863/cam.124239
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
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article

Working in Extended Reality in the Wild: Worker and Bystander Experiences of XR Virtual Displays in Public Real-World Settings.

Luke Schlueter, Jinghui Hu, Per Ola Kristensson, Snehanjali Kalamkar et al.
Apollo (University of Cambridge)
Virtual Reality Applications and Impacts
article

Working in Extended Reality in the Wild: Worker and Bystander Experiences of XR Virtual Displays in Public Real-World Settings.

Luke Schlueter, Jinghui Hu, Per Ola Kristensson, Snehanjali Kalamkar, Feiyu Lu, Verena Biener, John J. Dudley, Doug A. Bowman, Alexander Giovannelli, Jens Grubert, Jennifer Chandran, Leonardo Pavanatto, Jorg Muller, G Nikki Ramirez
article en

Abstract

Although access to sufficient screen space is crucial to knowledge work, workers often find themselves with limited access to display infrastructure in remote or public settings. While virtual displays can be used to extend the available screen space through extended reality (XR) head-worn displays (HWD), we must better understand the implications of working with them in public settings from both users' and bystanders' viewpoints. To this end, we conducted two user studies. We first explored the usage of a hybrid AR display across real-world settings and tasks. We focused on how users take advantage of virtual displays and what social and environmental factors impact their usage of the system. A second study investigated the differences between working with a laptop, an AR system, or a VR system in public. We focused on a single location and participants performed a predefined task to enable direct comparisons between the conditions while also gathering data from bystanders. The combined results suggest a positive acceptance of XR technology in public settings and show that virtual displays can be used to accompany existing devices. We highlighted some environmental and social factors. We saw that previous XR experience and personality can influence how people perceive the use of XR in public. In addition, we confirmed that using XR in public still makes users stand out and that bystanders are curious about the devices, yet have no clear understanding of how they can be used.

Apollo (University of Cambridge)
Industry, innovation and infrastructure
Openalex Percentile: Top 35%
Virtual Reality Applications and Impacts
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