This paper investigates how software configuration, hardware type, user background and context of use influence the usability of Virtual Reality (VR) systems in engineering product development. A VR usability assessment approach that combines task-based questionnaires, the System Usability Scale (SUS) and the NASA-TLX questionnaire was evaluated systematically across six experiments involving students, junior engineers and senior engineers in academic and industrial settings.
The results demonstrate that user background and task context are at least as signifi-cant as the underlying hardware or software in influencing perceived usability and acceptance. Standalone headsets achieve higher usability scores with inexperienced users, whereas PC-based systems are still necessary for high-precision engineering tasks. Professional engineers primarily evaluate VR in terms of workflow integration, precision and return on investment, whereas students focus more on novelty and the interaction experience.
Based on these findings, practical design recommendations have been derived for se-lecting a VR system, adapting interaction concepts, and implementing VR in product development processes. The study highlights that VR should not be deployed as a one-size-fits-all solution, but rather as a tool that is both context-specific and us-er-centered. It also demonstrates how systematic, iterative usability evaluation can directly support the successful industrial integration of VR technologies.