Evaluating VRChat Usability in Desktop Mode: A Student-Led Case Study on Social VR Platforms
DOI:
https://doi.org/10.30546/UNECCSDT.2025.02.1024Keywords:
Social VR, VRChat, Desktop Mode, Usability Evaluation, User Experience, Virtual EnvironmentsAbstract
Social virtual reality (Social VR) platforms such as VRChat have become prominent spaces for online interaction, yet academic research has focused predominantly on head-mounted display (HMD) experiences. This neglects the desktop mode, which accounts for a majority of VRChat’s users.
This study investigates the usability of VRChat’s desktop mode from the perspective of undergraduate students, addressing three research questions: (1) How do students perceive its usability? (2) What challenges or limitations do they encounter? (3) What improvements could enhance user satisfaction? Eighteen students from Software, Computer, and Mechatronic Engineering participated in a structured usability test comprising ten core tasks (e.g., avatar creation, world navigation, friend addition, and object interaction). Data were collected through demographic questionnaires, post-test surveys, and detailed researcher observation notes. Quantitative results revealed high ratings for visual design and enjoyability but lower scores for learnability, security, and error handling. Qualitative findings indicated recurring barriers in navigation, avatar customization, friend adding, and object manipulation, compounded by performance issues such as low FPS and lengthy loading screens. Participants valued the platform’s creative and social potential, yet reported frustration with unclear menus, limited onboarding, and inconsistent interaction feedback.
The results contribute to the underexplored domain of desktop-mode Social VR usability, complementing prior desktop VR research. Recommendations include improved in-app guidance, streamlined menu design, more accessible avatar customization, and optimization for non-VR hardware. These findings offer actionable insights for developers and inform the design of accessible, engaging Social VR experiences beyond HMD-centric paradigms.