VR Heuristic Evaluation Tool

Use the Heuristic Evaluation Tool to evaluate a VR app and to get insights about the performance, usability and comfort. Select categories that are applicable to a VR app being tested, use the VR Heuristic Tool and Download the results. Treat this Tool not as concrete set of rules but as a thought provoking excercise before User Testing.

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1. UI, interactions and behaviours are consistent, easily recognized rather than recalled

Always
Sometimes
Never

1. There is a smooth transition between VR and RR

Always
Sometimes
Never

2. There is a seamless integration between VR and RR

Always
Sometimes
Never

3. An avatar is customizable

Always
Sometimes
Never

1. The player always receives a timely and clear feedback from iteractions

Always
Sometimes
Never

2. The feedback from RR into VR is supported

Always
Sometimes
Never

1. The player always controls all movements

Always
Sometimes
Never

2. The experience doesn’t start automatically or based on a timer

Always
Sometimes
Never

3. There is an option to bypass some content

Always
Sometimes
Never

4. The player controls the audio volume

Always
Sometimes
Never

5. The player can select the head height

Always
Sometimes
Never

6. The player can easily select the locomotion technique if more than one is available

Always
Sometimes
Never

7. The player can access the menu anytime

Always
Sometimes
Never

1. All meshes are convex and with 255 polygons maximum (assuming objects collide)

Always
Sometimes
Never

2. Meshes are kept in quads (assuming they are converted to triangles inside of the software)

Always
Sometimes
Never

3. All meshes are planar

Always
Sometimes
Never

4. The VR experience has no visual clutter

Always
Sometimes
Never

5. The interactive items discoverability is high

Always
Sometimes
Never

6. The app utilizes spacial and context aware design

Always
Sometimes
Never

7. The hover and active states of the objects are clear to the player

Always
Sometimes
Never

8. Splash screen is rendered in 3D

Always
Sometimes
Never

9. 3D art is custom and unique

Always
Sometimes
Never

10. The audio is included in the experience

Always
Sometimes
Never

11. The audio is spatial (360; omnidirectional)

Always
Sometimes
Never

12. The VR experience has the minimal amount of text or no text

Always
Sometimes
Never

13. Text in VR is readable from any possible position

Always
Sometimes
Never

14. The contrast between the text and the backgroud is comfortable, so text is readable

Always
Sometimes
Never

1. No frame drops

Always
Sometimes
Never

2. The headtracking is always on and constant

Always
Sometimes
Never

3. No API calls causing a pop-up during the VR experience (unless supported in VR)

Always
Sometimes
Never

4. The app is optimized and running at a maximum fps (depending on the target device)

Always
Sometimes
Never

1. Motion has a constant velocity without acceleration/ deceleration

Always
Sometimes
Never

2. The player is grounded

Always
Sometimes
Never

3. Brightness is always adjusted for the comfortable viewing

Always
Sometimes
Never

4. Parallax is natural and comfortable

Always
Sometimes
Never

5. Horizon is always stable

Always
Sometimes
Never

6. Mismatches between physical and visual motion cues are avoided

Always
Sometimes
Never

7. Brightness is always adjusted for the comfortable viewing

Always
Sometimes
Never

8. Frequent eye refocus changes betwen different items and various depths are avoided

Always
Sometimes
Never

9. Objects are placed in a comfortable proximity to the player

Always
Sometimes
Never

10. All colors are pleasant for eyes and work well together

Always
Sometimes
Never

11. The scale of objects and UI is reasonable

Always
Sometimes
Never

12. Environmental discomfort is avoided (Unless it’s intended by specificity of an app)

Always
Sometimes
Never

13. In-app interactions consider ergonomics

Always
Sometimes
Never

14. Environmental discomfort is avoided (Unless it’s intended by specificity of an app)

Always
Sometimes
Never

15. The points of interest are placed within a comfortable zone of user’s FOV

Always
Sometimes
Never

16. The player has a personal space

Always
Sometimes
Never

17. The experience is accessible for players of different height, the eye height is adjustable

Always
Sometimes
Never

18. Camera yaw and vection are avoided

Always
Sometimes
Never

19. The frequency of teleportation in a row is limited to avoid discomfort

Always
Sometimes
Never