Virtual Reality Interface Design Influences User Physical and Mental Health, New Study Shows

Virtual reality (VR) technology, once considered a novelty, has seen significant advancements over the years and is now extensively used across various fields such as healthcare, manufacturing, and training. Recent research highlights how different aspects of VR interface design, particularly the size and placement of interactive targets, can impact users physically and cognitively.
A notable study conducted by Jeong Ho "Jay" Kim, Ph.D., an ergonomics expert at Texas A&M University, along with collaborators from Oregon State University and Northern Illinois University, investigated how target size affects the biomechanics of the neck and shoulders, as well as task performance and mental workload.
The study aimed to fill a gap in understanding the physical effects of VR interface elements. While prior research mainly focused on user performance, this research explored the physical stresses induced by interface design, which could lead to potential musculoskeletal issues with prolonged use.
Participants in the study were 20 adults aged 18 to 49, all free from any recent neck or shoulder pain. They used a commercial VR headset with hand-tracking capabilities to perform two simple tasks: pointing to circular targets arranged in a circle and coloring squares in a grid. Targets varied in size—small, medium, and large—based on a standard medium size.
Throughout the tasks, researchers tracked neck and shoulder movements using motion capture systems and recorded muscle activity via electromyography. Participants also provided feedback on their perceived physical and mental effort, frustration levels, and task duration.
Results showed that larger targets caused increased activity in neck muscles, likely because users had to move their heads and bodies more to interact with these targets. Similarly, shoulder movements were more pronounced when dealing with larger targets, indicating increased biomechanical load. Interestingly, while mental demands were generally rated as low, larger targets were perceived as somewhat more challenging, and completing tasks with bigger targets took longer.
Despite these insights, the researchers caution that the study's limitations include the short duration of tasks, which does not account for the effects of fatigue over extended use. The sample was also limited to younger adults, and only one VR system model was examined.
Future studies could expand on these findings by including diverse age groups, longer session durations, more complex tasks, and different VR hardware. Such research will help establish comprehensive guidelines to minimize physical strain and improve user experience.
Kim emphasizes that understanding how interface design elements like target size influence physical and mental health is crucial. Better design can reduce risks of musculoskeletal problems, lower cognitive load, and enhance overall performance, making VR technology safer and more effective for users.
This research underscores the importance for designers to consider ergonomic factors in VR interface design, especially as VR becomes more integrated into daily activities and professional settings.
Source: https://medicalxpress.com/news/2025-04-virtual-reality-interface-affects-users.html
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