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UX/UI designer with focus on crafting intuitive, user-centered solutions to bring positive change. With a strong commitment to sustainability, I approach every challenge with curiosity and a problem-solving mindset, ensuring designs enhance users experiences and contribute to a better future.

Exploring the Impact of Haptic Feedback, Sound, and Touch on User’s Immersion and Interaction in Virtual Reality Applications for Interior Design and Home Decor.

Research’s aim:
This research explores how integrating sensory feedback in VR enhances user immersion, efficiency, and decision-making in virtual interior design, benefiting both home renovators and designers.

Research Questions


How does the integration of multi-sensory feedback (haptic and auditory) in virtual reality affect:

  1. Time spent and efficiency in material selection compared to traditional methods.
  2. Users’ trust in VR for purchasing decisions.
  3. Influence on purchasing decisions in interior design contexts.

Prototype Development

Process Overview

Double Diamond method approach

Final Prototype

Methodology

A within-subject design was implemented, where 20 participants interacted with all three prototypes, tested on Oculus Meta Quest 2, designed in Frame VR software with assets from SketchFab and Home Design 3D VR software from Meta and real sample pieces for traditional method. To avoid bias, a “Block Randomisation” method was applied for user testing.

Study Result and Analysis

The study employed both quantitative and qualitative methods to evaluate user interactions with the VR prototypes.

Data Collection: Participants went through a pre-test briefing, a testing phase where they interacted with prototypes in random order, and a post-test exit interview. Quantitative data, including time, trust (TOAST scale), and buying behaviour (EBBT scale), was recorded. Qualitative feedback was gathered through semi-structured interviews.

Quantitative Analysis: Data for trust, buying behaviour, and task completion time was analysed using SPSS. The Friedman test showed significant differences between the prototypes, and the Wilcoxon signed-rank test further analysed the pairs, calculating effect sizes for each comparison.

Qualitative Analysis: Thematic analysis was conducted to explore user experiences regarding efficiency, trust, and behaviour tendencies. Transcriptions were coded into themes that aligned with the research questions.

The results confirmed that integrating haptic feedback and sound in VR significantly enhanced user immersion and decision-making. However, limitations such as participants have varying familiarity with VR and the precision of haptic feedback highlighted areas for future research. Future work could expand VR applications to other industries and incorporate more sensory elements for broader adoption and improved experiences.


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