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The industrial perspective on the value of immersive reality design technologies

Published online by Cambridge University Press:  02 July 2026

Chris Snider*
Affiliation:
University of Bristol, United Kingdom
Chris Cox
Affiliation:
University of Bristol, United Kingdom
Aman Kukreja
Affiliation:
University of Bristol, United Kingdom
Jonny Waller
Affiliation:
Ensera Design, United Kingdom
Sam Hyde
Affiliation:
Advanced Manufacturing Research Centre, United Kingdom

Abstract:

While Immersive Reality (XR) design tools continue to emerge, the industry perspective on their value is unclear. This paper presents outputs of a workshop with 16 design experts testing a wide range of XR design tools. Value exceeding that of traditional tools was reported, driven by human-centric affordances like flexibility, interactivity, and response rate. Perceived detriments were linked to implementation challenges, such as fidelity and skill. Findings validate XR’s potential in design and direct future work towards overcoming key technical hurdles to unlock its value.

Information

Type
DESIGN METHODS AND TOOLS
Creative Commons
Creative Common License - CCCreative Common License - BYCreative Common License - NCCreative Common License - ND
This is an Open Access article, distributed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives licence (https://creativecommons.org/licenses/by-nc-nd/4.0/), which permits non-commercial re-use, distribution, and reproduction in any medium, provided the original work is unaltered and is properly cited. The written permission of Cambridge University Press must be obtained for commercial re-use or in order to create a derivative work.
Copyright
The Author(s), 2026
Figure 0

Figure 1. Figure 1 long description.(Above) The Virtual Reality Continuum (Milgram et al., 1994); (Below) Immersive Reality types, adapted from Bimber and Raskar (2006)

Figure 1

Table 1. Dimensions of value of XR prototyping, from Kent et al. (2021a)

Figure 2

Figure 2. XR systems developed for the workshop, also indicating Type and Dimension of Value; multiple systems were developed for each, as shown via images

Figure 3

Table 2. Questions relating to system affordances (Rate 1: Low - 5:High)

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Table 3. Questions concerning emergent impact of the systems (Rate 1: Low - 5:High)

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Table 4. Datapoints per type and dimension of value, each indicating a test by a participant

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Table 5. Perceived benefit and detriment of systems; Additionality indicates benefit or detriment stated as beyond that provided by current workflows

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Table 6. Affordances linked to perceived benefit and detriment; M: Median, IR: Interquartile range; Int.Ana: Integrated Analysis, C&C: Creation & Configuration, Viz: Visualisation

Figure 8

Table 7. Pairwise correlation between system types, and influential affordances within that comparison

Figure 9

Table 8. Perceived emergent value of systems on process and activity; delta = (positive rating - negative rating), i.e. positive score indicates more favourable than negative

Figure 10

Table 9. Median NASA-TLX ratings for each tested system; ratings occur on 21-point scale with higher = more, i.e. +10 is highest possible, -10 is lowest possible