2025
User Experience with Virtual Reality in Team-Based Prototyping and Brainstorming
BAUEROVÁ, Radka; Michal HALAŠKA and Veronika KOPŘIVOVÁBasic information
Original name
User Experience with Virtual Reality in Team-Based Prototyping and Brainstorming
Authors
Edition
International Journal of Human–Computer Interaction, 2025, 1044-7318
Other information
Language
English
Type of outcome
Article in a journal
Field of Study
10201 Computer sciences, information science, bioinformatics
Country of publisher
United States of America
Confidentiality degree
is not subject to a state or trade secret
Impact factor
Impact factor: 4.900 in 2024
Marked to be transferred to RIV
Yes
Organization unit
School of Business Administration in Karvina
UT WoS
Keywords in English
Virtual reality; product; prototyping; brainstorming; metaverse
Tags
Tags
International impact, Reviewed
Changed: 23/3/2026 09:14, Miroslava Snopková
Abstract
In the original language
The study examines the impact of virtual reality (VR) on team activities, especially brainstorming and product design prototyping. An experiment involved 87 participants working in both VR and physical reality. The results showed that creativity in product design prototyping was lower in VR, even though tasks were completed faster and with greater difficulty. In brainstorming tasks, VR was perceived as more entertaining but less practical and useful compared to physical reality, which fostered higher creativity and efficiency. Participants described VR as fun, creative, and engaging, yet also time-consuming. The study emphasizes that successful implementation of VR in corporate processes requires careful planning, adequate resources, and user experience. Nevertheless, VR holds potential as a complementary tool, particularly in supporting remote collaboration and sharing 3D objects.