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UX research · Fortune 500 tech

Metaquest VR:
usability, measured.

A 9-month study that showed a Fortune 500 product team exactly where people struggled with their VR hardware, and why.

  • Fortune 500 tech
  • 9 months
  • UX research
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Meta Quest VR headset

Impressive hardware. Hard to use.

People were hitting walls with hand controls and gestures, and the team couldn't see why from the outside. They needed real evidence, not opinions, to decide what to fix first.

Three changes that mattered most.

Watched real people

120+ moderated sessions capturing what people actually did, not what they said they did.

Made frustration measurable

Every task got a frustration score and an NPS rating, so groups could be compared side by side.

Found what averages hid

Splitting results by age, tech comfort, and dexterity showed who struggled most, and that small fixes to controls and visual cues made a real difference.

Spreadsheet of six Meta Quest usability issues, such as windows that couldn't be dragged like on a laptop and close/minimize buttons hidden until hover, with 1-7 satisfaction and confusion scores, priority, and recommended fixes
Usability issues log, prioritized by whether the issue stopped someone from using the device. Recreated from memory for illustration; the original study data is confidential.
The Meta Quest home screen as seen inside the headset
What participants saw inside the headset: the Meta Quest home screen
The Meta Quest settings screen as seen inside the headset
What participants saw inside the headset: the settings screen

I watch how real people use things. On your site, that means spotting where shoppers get stuck before it costs you a sale.

The results.

  • 120+moderated research sessions
  • 9months, start to finish
  • 3ways we split the data to find hidden patterns

How could this help your business?

Let's talk it through. Grab a free 30-minute call and tell me what your shop needs.

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