Myths about VR
<p>The recent buzz around Virtual Reality (VR) due to <a href="https://www.apple.com/apple-vision-pro/" rel="noopener ugc nofollow" target="_blank">Apple’s Vision Pro announcement</a> has sparked numerous debates about its future and whether it isolates users from the real world. As someone who has been a VR user for several years, I feel compelled to share my insights and experiences. Especially because I’ve seen too many posts that proclaim a version of “VR is the future” or “VR is isolating” with ill-defined arguments to make either case. Based on my experiences using a VR device for 2 years, trying out various VR headsets, and introducing friends to VR, here are my reflections on the opportunities for designing VR better.</p>
<h2><strong>My history with VR</strong></h2>
<p>My journey into the world of VR began in 2016 when I first experienced the HTC Vive at a tech conference. Fascinated by the immersive possibilities, I eventually became the proud owner of a VR headset, the Valve Index, in late 2020. During the covid lockdown I was stuck in an apartment in Singapore, and I went through the effort of purchasing and importing one. This device had to be shipped over from the USA, with several weeks of anxious waiting plus shipping & import fees as a result. Going through this effort made me the excited owner of one of the most high-end VR headsets available to consumers in late 2020. However, I did decide to sell the device in 2022 to await the release of newer models. Along the way, I also had the opportunity to try out the Meta Quest 2 from friends and the HTC Vive Pro at VR arcades. With over 200 hours of VR usage, I’ve developed a deeper appreciation than most for the experiences it can give us, and its current limitations.</p>
<p><a href="https://uxdesign.cc/myths-and-considerations-for-the-future-of-vr-design-through-the-eyes-of-an-enthusiast-user-89fa1bcdd4f3"><strong>Read More</strong></a></p>