Virtual Reality: Is it the Future of Design? A Study on Social Media Public Perceptions of VR in Design & Design Education
Bio
Stefany Puebla, a 2024 graduate in Professional Communication with double minors in Communication Design and Psychology, has been nominated and selected as the recipient of the 2024 Dennis Mock Student Leadership Award. Her passion for visual communication and marketing drives her aspiration to work in creative marketing to leverage her expertise in branding, social media, design, and creative direction. During her time in university, Stefany also actively engaged in various student organizations, including the Ted Rogers Students’ Society, the Ted Rogers Marketing Association, and Rise of Entertainment. Additionally, she contributed to the School of Professional Communication by serving as an orientation panellist, where she helped guide future students into the program at TMU. Stefany is passionate about encouraging others to stay involved in their community while inspiring others through her passion for creativity, design, and marketing.
Research Summary
This study investigates Virtual Reality (VR) in design and education by exploring public perceptions using 100 social media posts from TikTok, YouTube, and Reddit. Using text and sentiment analysis, the research focuses on what drives positive, negative, and neutral sentiments on VR in design and education among designers, educators, and VR users. Findings show optimism about VR’s ability to change design and learning, as well as concerns about its precision, cost, accessibility, and ergonomic issues. Designers see VR’s promise for prototyping and 3D modelling but question its suitability for detailed work, thus sometimes preferring traditional technology for better quality. Educators value VR’s immersive learning potential but worry about costs and health risks. VR users and creatives praise its innovative possibilities, sometimes overlooking the technical quality aspects critical to professionals. The study highlights the need for ongoing collaboration across fields to improve VR, making it innovative, inclusive, and effective in design and educational settings.