A Methodology for Evaluating User Experience in Human-Centered Extended Reality Applications
Abstract
1. Introduction
2. Background and Related Work
2.1. User Experience (UX)
2.2. User Experience Evaluation
2.3. Immersive Environments: Virtual Reality, Augmented Reality, Mixed Reality, and Extended Reality
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- Immersion: The extent to which a system convincingly replicates real-world sensory input, producing a sensation of “being there”.
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- Interactivity: The degree of real-time responsiveness and user influence on the environment. XR interactivity occurs in three-dimensional space and often includes gesture-based or motion-based input.
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- Presence: The subjective experience of existing within a virtual space. Presence is influenced by immersion, realism, and psychological engagement.
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- Imagination: Emotional and cognitive connection established by the XR environment. This includes the ability to suspend disbelief and perceive the virtual environment as real.
2.4. Related Work
3. Process for Developing the Methodology
4. Results
4.1. Exploratory Phase
4.2. Experimental Phase
- Customizable Interactions Questionnaire (CIQ) [37]: used to evaluate interaction realism (audio-related items were excluded due to lack of sound in the application).
- NASA Raw Task Load Index (NASA-TLX) [36]: measuring perceived workload.
- System Usability Scale (SUS) [12]: assessing general usability of the system.
4.3. Selection Phase
4.4. Correlational Phase
4.5. Specification Phase
4.6. Validation Phase
4.6.1. Validation Objective
4.6.2. Design of the Instrument
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- Clarity refers to the degree to which the concepts, structure, and components of the methodology are understandable and unambiguous to the expert.
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- Usefulness assesses the perceived value and relevance of each component of the methodology for its intended purpose.
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- Completeness indicates whether each component of the methodology includes all the necessary elements to be considered comprehensive and sufficiently robust for practical application.
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- Ease of use reflects the perceived simplicity and practicality of applying the methodology in real-world contexts, including each component and instructions.
4.6.3. Expert Selection
4.6.4. Quantitative Results
4.6.5. Qualitative Results
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- UX Dimensions: some experts suggested adding ergonomic and disorientation-related aspects, particularly relevant to VR. They also recommended more granularity in the emotional or psychological subdimensions.
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- XR Characteristics: experts asked for clearer definitions and more actionable descriptions. For instance, the “imagination” characteristic was seen as conceptually interesting but hard to evaluate in practice.
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- Evaluation Instruments: while the comprehensiveness of the instrument list was praised, experts proposed indicating the evaluation context (pre-, during-, post-experience) and aligning each tool more explicitly with the corresponding phases.
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- Mapping table (from phase 1): this was considered one of the most valuable components. However, experts recommended improving visual clarity and notation.
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- Phases: suggestions included renaming some phases to improve intuitiveness (e.g., renaming “information gathering” to “preparing the experiments”), and clarifying the outcomes expected from each phase.
4.7. Refinement Phase
5. Methodology for Evaluating UX in Extended Reality
5.1. Phase 1: Design and Preparation
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- Objective: To define the scope and context of the evaluation, design the immersive experience, and select the appropriate UX dimensions, XR characteristics, and evaluation instruments according to the modality (VR, AR, MR) and experience goals.
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- Description: This phase establishes the foundation for the entire evaluation process. It involves defining the context of the XR experience to be evaluated, identifying key UX dimensions and XR characteristics to be measured, selecting appropriate instruments, and designing the evaluation protocols to be applied with users and experts. This includes preparing both the technical setup and the evaluation tools tailored to the specific XR modality (VR, AR, or MR).
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- Main Activities:
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- Define evaluation goals, context of use, and target user profile.
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- Select relevant UX dimensions (e.g., usability, cognitive, emotional) and XR features (e.g., immersion, presence).
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- Choose evaluation instruments appropriate for the target modality (VR, AR, or XR).
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- Design user evaluation flow: pre-, in-, and post-experience assessments.
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- Plan expert evaluation activities (to be applied in Phase 2).
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- Prepare technical setup and materials for data collection.
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- Inputs:
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- XR application (functional application, prototype or concept).
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- User characteristics (for selecting representative users).
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- Evaluation objectives.
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- Instrument repository.
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- Outputs:
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- Evaluation plan document (including goals, UX dimensions, XR features, and selected instruments).
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- Set of instruments prepared for each phase of user evaluation.
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- Materials and protocols for expert evaluation (used in Phase 2).
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- Applicable Instruments: Instruments are selected according to the type of XR to be evaluated. Table 6 summarizes the tools categorized by modality. A detailed overview of the 21 evaluation instruments, including their characteristics, application methods, and applicability across XR modalities, is provided in Appendix B.
5.2. Phase 2: Expert Evaluation
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- Objective: To identify usability and UX problems in the XR application through structured inspection by domain experts, based on established evaluation methods or frameworks and guided by predefined UX dimensions and XR attributes.
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- Description: This phase involves a formal evaluation of XR experience by a group of expert reviewers. The goal is to uncover design or usability/UX problems prior to testing with users, ensuring that the application aligns with best practices in interaction, clarity, and overall experience. The evaluation does not focus on refining the experimental design but rather on assessing the application itself. Experts may use heuristic methods, structured walkthroughs, or surveys, guided by the UX dimensions and XR features identified in Phase 1.
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- Main Activities:
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- Recruit domain experts with experience in UX and/or XR.
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- Provide experts with evaluation guidelines based on selected UX dimensions and XR attributes.
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- Apply expert-based methods (e.g., heuristic evaluation, formal inspection, structured survey).
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- Document expert findings, both quantitatively and qualitatively.
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- Consolidate insights into actionable feedback for potential improvements.
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- Inputs:
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- Selected evaluation UX dimensions and XR features from Phase 1;
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- XR prototype or functional application;
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- Expert selection criteria and recruitment list;
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- Instruments or checklists for expert evaluation.
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- Outputs:
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- Structured feedback and reports from experts;
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- Identified usability and UX problems;
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- Suggested improvements to refine the XR experience;
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- Adjustments to the evaluation plan (if needed).
5.3. Phase 3: Pre-Experience Evaluation
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- Objective: To capture the user’s initial perceptions, expectations, and emotional or cognitive states before engaging with the XR experience.
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- Description: This phase focuses on gathering contextual and baseline information from users prior to their interaction with the XR environment. It aims to evaluate their expectations, readiness, and prior experiences, which can affect how they perceive and interact with the immersive system. A useful component of this phase is collecting demographic and background data (such as age, gender, educational background, and prior experience with XR technologies, or the specific application domain). This contextual information is essential for interpreting later findings and ensuring that the sample characteristics are well documented.
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- Main Activities:
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- Present the evaluation purpose and obtain informed consent.
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- Collect demographic and background information relevant to the study (e.g., age, gender, prior XR exposure, familiarity with the task domain).
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- Measure baseline states (e.g., stress, attention, motivation).
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- Gather user expectations about usability, usefulness, immersion, among others.
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- Apply pre-experience questionnaires or brief interviews.
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- Inputs:
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- Final version of the evaluation protocol (from Phase 1);
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- User recruitment criteria and consent forms;
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- Pre-experience instruments selected;
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- Baseline and demographic data forms.
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- Outputs:
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- Pre-experience user data (quantitative and qualitative);
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- Baseline measures of user state;
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- Demographic and contextual user profiles;
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- Insights into user expectations and preconceptions.
5.4. Phase 4: In-Experience Evaluation
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- Objective: To collect data on the user’s real-time interaction, behavior, and perception during the XR experience, capturing experiential and performance-related aspects.
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- Description: This phase focuses on monitoring the user as they interact with the XR application. The goal is to understand how users navigate, perform tasks, and emotionally respond within the immersive environment. Both objective and subjective data can be gathered, including task performance metrics, system logs, real-time feedback, and observational notes. Some instruments can be embedded within the XR experience to minimize disruption, while others rely on passive monitoring or brief prompts. The evaluation may involve either passive observation or guided facilitation. In guided sessions, a moderator can intervene with neutral, non-leading questions to help users progress through tasks or to probe deeper into specific reactions. Alternatively, autonomous sessions may be used, where users are given a usage scenario and a set of tasks to complete independently.
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- Main Activities:
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- Monitor user interaction with the XR environment (live or recorded).
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- Track task performance and collect system usage metrics (e.g., task completion time, errors, navigation paths).
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- Apply embedded or real-time instruments (e.g., flow prompts, interaction logs).
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- Observe user behavior, reactions, and gestures qualitatively.
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- Choose an interaction mode:
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- Moderated: The facilitator can ask neutral guiding questions to clarify user actions or collect qualitative impressions during task execution.
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- Unmoderated: The user completes a predefined usage scenario and task set independently, using written or voice instructions.
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- Inputs:
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- XR experience prototype with finalized tasks and scenario;
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- Selected in-experience instruments and data collection tools;
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- Observation protocols or screen/audio recording tools;
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- Scenario description and task instructions.
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- Outputs:
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- Performance and interaction data/metrics;
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- Qualitative observations and user responses;
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- Real-time user reactions and feedback;
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- Evidence of immersion, presence, interactivity, and usability.
5.5. Phase 5: Post-Experience Evaluation
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- Objective: To assess the user’s perception of the XR experience after interaction, capturing usability, satisfaction, emotional responses, perceived workload, presence, and overall quality of the experience.
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- Description: This phase focuses on gathering reflective feedback from users after they have completed the XR experience. It complements the data collected during interaction by providing insights into subjective impressions, emotional impact, perceived usability, and engagement. A combination of standardized questionnaires, open-ended questions, and post-session interviews can be used. The choice of instruments depends on the specific dimensions of UX and XR features previously defined.
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- Main Activities:
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- Apply post-experience questionnaires (e.g., SUS, UEQ, AttrakDiff, PQ, IPQ, GEQ, IEQ, etc.).
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- Conduct short interviews to gather qualitative impressions and user suggestions.
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- Collect user ratings on specific UX dimensions and XR attributes.
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- Review symptoms of discomfort or fatigue (e.g., cybersickness, mental load).
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- Optional: ask users to reflect on their expectations vs. experience.
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- Inputs:
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- Completed interaction session (from Phase 4);
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- Selected post-experience instruments;
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- Questionnaire administration tools (paper, digital);
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- Interview protocol.
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- Outputs:
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- Subjective evaluation data (quantitative and qualitative);
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- User feedback on usability, enjoyment, and immersion;
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- Perceptions of presence, interactivity, and imagination;
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- Suggestions for system improvement.
5.6. Phase 6: Analysis and Reporting
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- Objective: To consolidate, interpret, and report the results obtained from expert and user evaluations in order to extract actionable insights and support decision-making in the design and improvement of XR applications.
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- Description: This final phase focuses on organizing and analyzing all data collected throughout the evaluation process (from expert feedback, pre-experience data, in-experience metrics, to post-experience perceptions). It includes both quantitative (e.g., scores, performance indicators) and qualitative (e.g., interview responses, observations) analysis. The goal is to derive conclusions about UX and XR application quality, identify strengths and weaknesses, and generate improvement recommendations. Results are synthesized into a final report or presentation, which may also be used to inform subsequent development cycles or academic dissemination.
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- Main Activities:
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- Organize data from all evaluation phases (experts and users).
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- Perform statistical and thematic analysis depending on data type (e.g., scores from usability questionnaires, task completion times, presence or immersion ratings, open-ended feedback, emotional reactions, demographic differences such as gender or prior XR experience).
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- Compare results across instruments and dimensions (UX and XR attributes).
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- Visualize results in charts, tables, and summaries.
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- Draft a comprehensive evaluation report or presentation.
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- Formulate actionable recommendations for improvement.
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- Inputs:
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- Evaluation data from Phases 2 to 5;
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- Defined UX dimensions and XR attributes (from Phase 1);
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- Notes and insights from facilitators or evaluators;
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- Analysis framework (e.g., statistical tools, coding guides).
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- Outputs:
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- Consolidated findings and interpretation;
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- Evaluation report with evidence and insights;
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- Visual representations of key results;
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- Design recommendations and future directions.
6. Discussions
6.1. Interpretation of Results
6.2. Comparison with Previous Studies
6.3. Toward Real-World Validation
6.4. Biomimetic Interpretations of Interactivity in XR
6.5. Practical Implications
6.6. Limitations
7. Conclusions and Future Work
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- Empirical validation in real-world contexts, applying the methodology with actual users and use cases to test its effectiveness and scalability.
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- Development of digital tools or platforms that assist in applying the methodology, automating data collection, instrument selection, and results reporting (e.g., a digital dashboard that automates the selection of UX evaluation instruments that guide practitioners based on inputs such as XR modality, evaluation phase, and desired UX dimensions).
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- Customization for specific domains, such as training simulators, medical XR, or gamified learning environments, where domain-specific metrics may enhance evaluation depth.
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- Incorporation of emerging dimensions, such as ethical considerations, privacy perceptions, accessibility, and sustainability in XR environments.
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- Longitudinal UX evaluation, exploring how user experience evolves over time in repeated or prolonged XR usage.
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- Exploration of individual traits and psychological readiness, such as digital self-efficacy, to better understand how personal factors influence the user’s ability to engage with and benefit from XR experiences. Integrating such variables could strengthen the human-centered adaptability of the methodology and support more inclusive evaluation strategies.
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- Explore alternative constructs for measuring imagination. Given the abstract nature of the imagination attribute, future research could examine its alignment with validated constructs such as “cognitive absorption” or “narrative engagement”. This may support more standardized assessment of deep user engagement in XR environments, especially those with narrative or exploratory components.
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- Examine how the methodology performs in diverse cultural and regional contexts (especially in underrepresented areas) where norms, digital literacy, and interaction patterns may influence UX in XR environments.
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Appendix A
| Task | Instrument | Results | Summary of Open-Ended Responses |
|---|---|---|---|
| 1. Explore structural components of bridge | NASA-TLX | Medium overall workload. High on mental demand; low physical and temporal demand. | Users found the activity intellectually engaging but not overwhelming. |
| SUS | Average score: 72.5 (out of 100), “Good” usability. | Interface was mostly intuitive, but some icons lacked clarity. | |
| CIQ | High perceived realism in object manipulation. | Users noted the visuals felt realistic, though absence of sound reduced immersion. | |
| 2. Identify load-bearing elements | NASA-TLX | Increased mental demand and effort reported; moderate frustration. | Some users found the task challenging due to unfamiliar structural terminology. |
| SUS | Slight drop in usability (avg. 68.3), mainly due to unclear instructions. | Suggested adding contextual hints or labels. | |
| CIQ | Realism still rated high, but with lower confidence in task precision. | Users requested better feedback for task completion confirmation. | |
| 3. Simulate stress on key structures | NASA-TLX | High performance satisfaction; moderate effort and frustration. | Users enjoyed experimenting, but some found the sliders confusing. |
| SUS | Average score: 70.1, consistent usability. | The interface responded well, though some lag was reported. | |
| CIQ | Realism perceived as strong; clear correlation between action and response. | Users appreciated being able to “see” the impact of their actions immediately. |
Appendix B
| Instrument Name | Description | Application Method | Estimated Duration | Suggested Participants | UX Dimension Evaluated | XR Attribute Evaluated | Applicable XR Modality |
|---|---|---|---|---|---|---|---|
| Thinking Aloud [32] | Participants verbalize thoughts while interacting | Real-time verbal protocol during tasks | 15–30 min (typical) | 5–8 users | Usability, Informational, Cognitive, Sensorial/Perceptual | Immersion, Interactivity, Presence | XR |
| Heuristic evaluation [33] | Experts evaluate UI using established heuristics | Review against Nielsen or XR-specific heuristics | 1–3 h per expert | 3–5 experts | Usability, Informational, Cognitive, Sensorial/Perceptual | Immersion, Interactivity, Presence | XR |
| Expert evaluation [34] | Experts evaluate based on experience | Formal inspection or structured survey | 1–2 h per expert | 3–5 experts | Usability, Informational, Cognitive, Sensorial/Perceptual | Immersion, Interactivity, Presence | XR |
| Task Completion Time (TCT) [35] | Measures how long users take to complete tasks | Automated or manual time logging | Varies by task | 5–8 users | Usability | Interactivity | XR |
| AttrakDiff [10] | Assesses pragmatic and hedonic UX aspects | 28-item questionnaire | 10–15 min | 10–15 users | Usability | Interactivity | XR |
| System Usability Scale (SUS) [12] | Measures perceived usability | 10-item questionnaire | 5–10 min | 10–15 users | Usability | Interactivity | VR, AR |
| User Experience Questionnaire (UEQ) [11] | Evaluates 6 dimensions related to user experience | 26-item questionnaire | 10–15 min | 10–15 users | Functional, Physical, Sensorial/Perceptual, Psychological | Immersion, Interactivity, Presence | VR, AR |
| NASA-TLX [36] | Evaluates perceived workload | 6-subscale questionnaire | 5–10 min | 10–15 users | Informational, Cognitive, Psychological | Immersion, Interactivity | XR |
| Customizable Interactions Questionnaire (CIQ) [37] | Evaluates interaction quality | 17-item questionnaire | 5–10 min | 5–10 users | Functional, Physical, Sensorial/Perceptual, Psychological | Immersion, Interactivity, Presence | VR |
| “Interaction Realism” Questionnaire [38] | Assesses realism in virtual interactions | 7-item questionnaire | 5–10 min | 5–10 users | Sensorial/Perceptual, Physical | Immersion, Interactivity, Presence | MR |
| Igroup Presence Questionnaire (IPQ) [39] | Measures spatial presence in VR | 14-item questionnaire | 5–10 min | 5–10 users | Sensorial/Perceptual | Immersion, Interactivity, Presence | VR, MR |
| Virtual Reality Sickness Questionnaire (VRSQ) [40] | Assesses simulator sickness symptoms | 9-item questionnaire | 5–10 min | 5–10 users | Sensorial/Perceptual | Immersion, Interactivity, Presence | VR |
| Audio Augmented Reality Checklist (AARC) [41] | Evaluates auditory aspects in AR | 9 items/heuristics | 5–10 min | 3–5 users | Sensorial/Perceptual | Immersion, Presence | AR |
| Flow Short Scale (FSS) [42] | Measures flow state during the experience | 16-item scale | 5–10 min | 5–10 users | Informational, Cognitive, Psychological | Immersion, Interactivity | XR |
| ITC—Sense of Presence Inventory [22] | Measures media presence perception | 44-item questionnaire | 10–15 min | 5–10 users | Sensorial/Perceptual, Psychological | Immersion, Interactivity, Presence | XR |
| Game Experience Questionnaire (GEQ) [43] | Assesses game-specific UX | 33-item questionnaire | 10–15 min | 8–10 users | Informational, Cognitive, Sensorial/Perceptual, Psychological | Immersion, Interactivity, Presence | VR |
| Presence Questionnaire (PQ) [23] | Measures user’s sense of “being there” | 32-item questionnaire | 10–15 min | 5–10 users | Informational, Cognitive, Psychological | Immersion, Interactivity | XR |
| After Scenario Questionnaire (ASQ) [44] | Evaluates task-specific satisfaction | 3-item scale | 2–5 min | 10–15 users | Usability, Informational, Cognitive | Interactivity | XR |
| Post-Study System Usability Questionnaire (PSSUQ) [45] | Measures overall system usability | 19-item questionnaire | 5–10 min | 10–15 users | Usability, Informational, Cognitive | Immersion, Interactivity | XR |
| User Engagement Scale (UES) [46] | Assesses user engagement and involvement | 31-item scale | 10–15 min | 8–12 users | Functional, Physical, Psychological | Immersion | XR |
| Immersion Experience Questionnaire (IEQ) [47] | Measures immersion in interactive media | 33-item questionnaire | 10–15 min | 8–12 users | Psychological | Immersion | VR |
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| Dimension | Description |
|---|---|
| Functional | “Qualities that make a product reliable, compatible with others, accessible, available, and well adapted to its physical and human environment” [5]. |
| Usefulness/Usability | “It includes usefulness (quality of a product that enables the user to satisfy his/her needs and achieve his/her objectives), usability (quality of a product that is easy to learn and use), and performance characteristics (that includes response speed, memory capacity, computing power, and image quality)” [5]. |
| Informational | “Utility, right balance, and appropriateness of the information pro-vided by the product depending on the context” [5]. It includes two sub-dimensions: quality of information and quantity of information. |
| Physical characteristics | “They include, for example, weight, shape, the dimensions (e.g., keyboard, display), and battery life” [5]. |
| Sensorial/Perceptual | “Impression left by the product on the sense organs, to the impact on the user’s perception” [5]. It includes three subdimensions: visual, hearing, and tactile. |
| Cognitive | “Human information processing done while using the product; it includes different types of activities such as analyzing, evaluating, reflecting, learning, and creating” [5]. |
| Psychological | “Emotions felt by the user when s/he interacts with the product, and to the values and opinions that this interaction triggers” [5]. It includes several sub-dimensions: stress, pride, pleasure, frustration, evocation, attachment, and moral value. |
| Social | “Linking the user with other people through the product” [5]. It includes two sub-dimensions: contact and culture. |
| Nº | Method/Instrument |
|---|---|
| 1 | Thinking Aloud [32] |
| 2 | Heuristic evaluation [33] |
| 3 | Expert evaluation [34] |
| 4 | Task Completion Time (TCT) [35] |
| 5 | AttrakDiff [10] |
| 6 | System Usability Scale (SUS) [12] |
| 7 | User Experience Questionnaire (UEQ) [11] |
| 8 | NASA-TLX [36] |
| 9 | Customizable Interactions Questionnaire (CIQ) [37] |
| 10 | “Interaction Realism” Questionnaire [38] |
| 11 | Igroup Presence Questionnaire (IPQ) [39] |
| 12 | Virtual Reality Sickness Questionnaire (VRSQ) [40] |
| 13 | Audio Augmented Reality Checklist (AARC) [41] |
| 14 | Flow Short Scale (FSS) [42] |
| 15 | ITC—Sense of Presence Inventory [22] |
| 16 | Game Experience Questionnaire (GEQ) [43] |
| 17 | Presence Questionnaire (PQ) [23] |
| 18 | After Scenario Questionnaire (ASQ) [44] |
| 19 | Post-Study System Usability Questionnaire (PSSUQ) [45] |
| 20 | User Engagement Scale (UES) [46] |
| 21 | Immersion Experience Questionnaire (IEQ) [47] |
| Nº | Instrument | UX Dimensions Evaluated | XR Features Covered | Applicable Reality Type |
|---|---|---|---|---|
| 1 | Thinking Aloud [32] | Usability, Informational, Cognitive, Sensorial/Perceptual | Immersion, Interactivity, Presence | XR |
| 2 | Heuristic evaluation [33] | Usability, Informational, Cognitive, Sensorial/Perceptual | Immersion, Interactivity, Presence | XR |
| 3 | Expert evaluation [34] | Usability, Informational, Cognitive, Sensorial/Perceptual | Immersion, Interactivity, Presence | XR |
| 4 | Task Completion Time (TCT) [35] | Usability | Interactivity | XR |
| 5 | AttrakDiff [10] | Usability | Interactivity | XR |
| 6 | System Usability Scale (SUS) [12] | Usability | Interactivity | VR, AR |
| 7 | User Experience Questionnaire (UEQ) [11] | Functional, Physical, Sensorial/Perceptual, Psychological | Immersion, Interactivity, Presence | VR, AR |
| 8 | NASA-TLX [36] | Informational, Cognitive, Psychological | Immersion, Interactivity | XR |
| 9 | Customizable Interactions Questionnaire (CIQ) [37] | Functional, Physical, Sensorial/Perceptual, Psychological | Immersion, Interactivity, Presence | VR |
| 10 | “Interaction Realism” Questionnaire [38] | Sensorial/Perceptual, Physical | Immersion, Interactivity, Presence | MR |
| 11 | Igroup Presence Questionnaire (IPQ) [39] | Sensorial/Perceptual | Immersion, Interactivity, Presence | VR, MR |
| 12 | Virtual Reality Sickness Questionnaire (VRSQ) [40] | Sensorial/Perceptual | Immersion, Interactivity, Presence | VR |
| 13 | Audio Augmented Reality Checklist (AARC) [41] | Sensorial/Perceptual | Immersion, Presence | AR |
| 14 | Flow Short Scale (FSS) [42] | Informational, Cognitive, Psychological | Immersion, Interactivity | XR |
| 15 | ITC—Sense of Presence Inventory [22] | Sensorial/Perceptual, Psychological | Immersion, Interactivity, Presence | XR |
| 16 | Game Experience Questionnaire (GEQ) [43] | Informational, Cognitive, Sensorial/Perceptual, Psychological | Immersion, Interactivity, Presence | VR |
| 17 | Presence Questionnaire (PQ) [23] | Informational, Cognitive, Psychological | Immersion, Interactivity | XR |
| 18 | After Scenario Questionnaire (ASQ) [44] | Usability, Informational, Cognitive | Interactivity | XR |
| 19 | Post-Study System Usability Questionnaire (PSSUQ) [45] | Usability, Informational, Cognitive | Immersion, Interactivity | XR |
| 20 | User Engagement Scale (UES) [46] | Functional, Physical, Psychological | Immersion | XR |
| 21 | Immersion Experience Questionnaire (IEQ) [47] | Psychological | Immersion | VR |
| Component | Clarity | Usefulness | Completeness | Ease of Use |
|---|---|---|---|---|
| UX dimensions | 4.0 | 5.0 | 3.8 | 3.2 |
| XR characteristics | 4.4 | 4.8 | 3.4 | 3.8 |
| Evaluation instruments list | 3.6 | 4.8 | 3.6 | 4.0 |
| Mapping instruments–dimensions–characteristics | 4.2 | 4.6 | 4.4 | 4.4 |
| Methodological phase 1 (information gathering) | 3.8 | 4.8 | 3.4 | 3.8 |
| Methodological phase 2 (conducting experiments) | 4.2 | 4.8 | 3.8 | 3.8 |
| Methodological phase 3 (application of evaluation instruments) | 4.0 | 4.8 | 3.6 | 3.6 |
| Methodological phase 4 (results analysis) | 3.8 | 4.0 | 2.8 | 4.0 |
| Component | Identified Improvement Area | Refinement Action |
|---|---|---|
| UX dimensions | Inclusion of ergonomic and disorientation aspects; need for more emotional/psychological granularity. | Expanded psychological and sensory dimensions. |
| XR characteristics | Lack of actionable definitions and concrete examples; “imagination” dimension was seen as ambiguous. | Reworded definitions with clearer, measurable phrasing and included practical usage examples. |
| Evaluation instruments | Excessive number of instruments; unclear application context (e.g., when and how to apply). | Grouped instruments by evaluation phase and XR type; added usage recommendations for each instrument. |
| Instrument–Dimension–Characteristic mapping | Visual complexity and lack of explicit guidance for interpretation. | Improved visual layout and added column headers and legends for clarity. |
| Methodological phases | Ambiguous naming and insufficient clarity on phase deliverables and sequence. | Renamed phases for clarity; added detailed description of steps, expected outputs, and integration logic; separate activities in more phases for better understanding. |
| Modality | Instruments |
|---|---|
| Virtual reality | IPQ, VRSQ, GEQ, IEQ, CIQ |
| Augmented reality | AARC |
| Mixed reality | Interaction Realism Questionnaire, IPQ |
| Any XR reality (general) | Thinking Aloud, Heuristic Evaluation, Expert Evaluation, AttrakDiff, ASQ, PSSUQ, UES, Task Completion Time (TCT), SUS, UEQ, NASA-TLX, FSS, ITC, PQ |
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Quiñones, D.; Rojas, L.F.; Olavarría, R.; Cubillos, C.; Muñoz-La Rivera, F. A Methodology for Evaluating User Experience in Human-Centered Extended Reality Applications. Biomimetics 2026, 11, 182. https://doi.org/10.3390/biomimetics11030182
Quiñones D, Rojas LF, Olavarría R, Cubillos C, Muñoz-La Rivera F. A Methodology for Evaluating User Experience in Human-Centered Extended Reality Applications. Biomimetics. 2026; 11(3):182. https://doi.org/10.3390/biomimetics11030182
Chicago/Turabian StyleQuiñones, Daniela, Luis Felipe Rojas, Renato Olavarría, Claudio Cubillos, and Felipe Muñoz-La Rivera. 2026. "A Methodology for Evaluating User Experience in Human-Centered Extended Reality Applications" Biomimetics 11, no. 3: 182. https://doi.org/10.3390/biomimetics11030182
APA StyleQuiñones, D., Rojas, L. F., Olavarría, R., Cubillos, C., & Muñoz-La Rivera, F. (2026). A Methodology for Evaluating User Experience in Human-Centered Extended Reality Applications. Biomimetics, 11(3), 182. https://doi.org/10.3390/biomimetics11030182

