Workspace and Productivity: Guidelines for Virtual Reality Workplace Design and Optimization
Abstract
:1. Introduction
2. Materials and Methods
2.1. Participants Data Collection
2.2. Data Processing
Expert Interview and Observational Data
3. Results
3.1. Study 1
3.1.1. Expert Interviews
Managing Shifts in Work Environments
“There are rooms that are loud, noisy, and lively, but this design supports a different level of socialization rather than one giant, crowded room or a single cubby that’s just for yourself.” (VP of product development)
Redefining Collaboration
“Individual identity has nothing to do with a desk. We figure out the house rules around meetings and interruptions. It’s almost like a community center for my organization.” (Global Head of real estate)
A New Virtual World
“Research suggests that face-to-face interaction is richer than electronic communication, but someone might discover that the tools have gotten so good that electronics might be better.” (Associate Professor, Business School, US)
Form Meets Function
“The technology you might be designing for might not be the technology when the space is finished.” (VP, interior design)
Space as Culture
“When together, people are physiologically more relaxed, and reactions to comments are reinforcing. In a virtual version, it feels more like a take-from-both-sides rather than the give-and-take of what is really a conversation.” (CEO, change management)
3.2. Study 2a
3.2.1. Remote Working
Immediate Environment
Broader Environment
Movement and Posture
3.3. Study 2b
3.3.1. Office Working
Physical Space
Collaboration Space
Individual Behavior
3.4. Study 3
3.4.1. Customizing Based on Meeting Properties
3.4.2. Customizing Based on Personal Preference and Real-World or Preferred Outside Context
3.4.3. Customizing to Match Company Aesthetics and Team Identity
3.5. The Ecology of Work Model
3.5.1. Systems
Nature of Work
Space and Resources
Culture and Norms
3.5.2. Pillars of Success
Collaboration
Community
- Planned social exchanges;
- Common areas designed to facilitate casual interaction;
- Catered lunches;
- Events designed for recognition.
Identity
Wellbeing
- Natural elements: light, humidity, air quality and movement, noise, temperature;
- Ergonomics: sitting/standing desk, rotating monitor stands, storage space, flexible privacy screens, window blinds, and desk lamps;
- Food/hygiene/fitness: mental health and wellbeing are key for productivity, and workspaces, whether VR or in real life, need to have an infrastructure in place that allows for healthy food intake and opportunities to exercise;
- Ambient conditions (noise, lighting): considering poor ambient conditions as a contributor to stress, office spaces need to allow for individual customizations, depending on employees’ unique attention needs;
- Accessibility: New designs of spaces should be universal and easy to use for all members of staff whether mobile or not. This also includes adjustable chairs, desks, and considerations of office space for free movement;
- Resimercial design: Driven by the increase in Millennial and Gen Z workers and the blurring of work and life, the resimercial aesthetic takes elements of the home and introduces them to the commercial workplace. Employees are now accustomed to working from home or from a third place and want some of the same creature comforts in their office environment.
4. Discussion
- ○
- “what”, including the parameters of activity in the workplace (i.e., nature of work);
- ○
- “where”, addressing the zones in which work activities occur (i.e., space and resources);
- ○
- “how”, investigating the degree of freedom and flexibility to fulfill work activities (i.e., culture and norms).
4.1. Implication for VR Workplace Design
4.1.1. Nature of Work
4.1.2. Space and Resources
4.1.3. Culture and Norms
4.1.4. Pillars of Success: Collaboration
4.1.5. Pillars of Success: Community
4.1.6. Pillars of Success: Identity
4.1.7. Pillars of Success: Wellbeing
4.2. Limitations
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Study | Aim and Methods | Questions |
---|---|---|
Study 1 |
|
|
Studies 2a and 2b |
| Remote Working Immediate environment
Physical space
|
Study 3 |
|
|
Study | Key Findings |
---|---|
Study 1: Expert Interviews |
|
Study 2a: Observing Remote Working |
|
Study 2b: Observing Office Working |
|
Study 3: Working in VR |
|
Office Layout | Example Quotes Based on Observations |
---|---|
Closed-office layout: physical space | “Availability of meeting rooms is a pain point. One of our hacks is to meet in our space and use the whiteboard wall.” |
Closed-office layout: collaboration space | “People use the form of communication that works best for them. It varies across teams; some use Skype, others prefer to text or physically pop by.” |
Balanced office layout: collaboration space | “We’re not sure why this space isn’t being used. It could be that it’s too far to get to from the other floors or that there’s still a stigma associated with not being at your desk.” |
Open-office layout: physical space | “The goal is to create a community vibe and create a sense of home.” |
Open-office layout: collaboration space | “The space was designed to create ‘neighborhoods’ with a community feel. We also prioritized having plenty of spaces for breakouts and collaboration.” |
Theme | Example Quote |
---|---|
Customizing based on meeting properties | “[I want to] make the room environment more aligned with the size of the group engaged in the meeting”. |
“I [would like to] use a 6/8/10 person desk for my 4 person meetings.” | |
Customizing based on personal preference and real-world or preferred outside context | “Being able to set up the room for either a typical meeting (feels comfortable, like being in a real room) or for a heads-down focused working meeting (with few aesthetic distractions, and more of a focus on productivity tools)” |
“[I would like to] decorate the (VR) room similar to how I decorate my home.” | |
“I want customization of the (VR) office […] reflecting time of day, weather, influencing mood and aesthetic/light, [or to have the ability to] change the outside to the city/landscape I love”. | |
Customizing to match company aesthetics and team identity | “[I want to] feel aspects [in VR] of actually being in a physical [employee’s company] room.” |
“Be able to add swag to the room and the outside.” |
Identity Level | Attributes |
---|---|
A clear and unifying company identity |
|
A distinct team identity |
|
Employee identity Individuals celebrate their identity in a variety of ways: through figurines, plants, photos, high-design functional items, awards, etc. With these, they signal the following: |
|
Ecology of Work Model Components | VR Design and Optimization Guide |
---|---|
Nature of work: Parameters of activity in the workplace |
|
Space and resources: Zones in which work activities occur | Design VR work zones that go beyond the standard office environment, including:
|
Culture and norms: Degree of freedom and flexibility to fulfill work activities | Implicit and explicit norms guide employee behavior, interactions, and social cues, and set expectations for individual roles and employee dynamics. Since this is equally important when working in VR, VR needs to consider a design that facilitates improved communication flow, and the acquisition and refinement of empathy, compassion, and understanding of others. |
Pillars of success: Collaboration | Foster collaboration through a variety of different work zones. Explore tools and technology that facilitate collaboration and increase engagement, and design a notification and information exchange management system that effectively supports the parameters of activity in the workplace (e.g., focused work versus teamwork). |
Pillars of success: Community | Community building can happen intentionally or spontaneously. VR needs to support group cohesion by:
|
Pillars of success: Identity | Employees’ perception of ownership is very important, and findings have shown the need to allow for customization in relation to (i) meeting properties, (ii) personal preference, and (iii) company and team identity, including:
|
Pillars of success: Wellbeing | Wellbeing in VR should be supported by providing:
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Aufegger, L.; Elliott-Deflo, N.; Nichols, T. Workspace and Productivity: Guidelines for Virtual Reality Workplace Design and Optimization. Appl. Sci. 2022, 12, 7393. https://doi.org/10.3390/app12157393
Aufegger L, Elliott-Deflo N, Nichols T. Workspace and Productivity: Guidelines for Virtual Reality Workplace Design and Optimization. Applied Sciences. 2022; 12(15):7393. https://doi.org/10.3390/app12157393
Chicago/Turabian StyleAufegger, Lisa, Natasha Elliott-Deflo, and Tim Nichols. 2022. "Workspace and Productivity: Guidelines for Virtual Reality Workplace Design and Optimization" Applied Sciences 12, no. 15: 7393. https://doi.org/10.3390/app12157393
APA StyleAufegger, L., Elliott-Deflo, N., & Nichols, T. (2022). Workspace and Productivity: Guidelines for Virtual Reality Workplace Design and Optimization. Applied Sciences, 12(15), 7393. https://doi.org/10.3390/app12157393