Design review in immersive Virtual Reality: End-User involvement and Cognitive Fit
Doctoral thesis, 2026

Design decisions in healthcare and educational facilities have long-term consequences for everyday work. During design review, end-users are typically expected to evaluate architectural proposals using conventional formats such as 2D drawings, which require mental reconstruction of three-dimensional space and may constrain the use of their operational knowledge. Immersive virtual reality has therefore gained attention as an alternative format enabling full-scale exploration of proposed designs. However, studies in real-world projects remain limited, and it is unclear how immersive formats influence cognitive load, identification of design issues, and end-users' ability to communicate their operational knowledge. This matters because facilities that fail to reflect end-user work practice can compromise operational efficiency, safety, and well-being for years after construction.


To address this need, this thesis investigates how immersive virtual environments can support end-user involvement, including Co-Design, during building design review. The research draws on four empirical studies in ongoing healthcare and educational building projects involving end-user groups such as building occupants, facility planners, and client representatives. It combines qualitative analyses of design review sessions with quantitative measures of cognitive load and issue identification, and draws on Cognitive Fit Theory, Collaborative Virtual Environment research, and participatory design theory.

The findings show that immersive virtual environments enable end-users to explore proposed designs at full scale and assess spatial layouts in relation to operational work practices. Immersive review supported identification of workflow- and layout-related design issues across design phases and was most effective when combined with conventional 2D drawings and overview-based formats. Interactive features such as multi-user interaction, object interaction, and multi-scale views further supported communication of operational knowledge within representations of the facilities in focus.

The thesis makes three contributions. First, it provides empirical evidence that immersive virtual environments can support higher levels of end-user involvement, including Co-Design, when interactive features such as multi-user collaboration and object interaction are available. Second, it extends Cognitive Fit Theory into collaborative design review, arguing that individual cognitive fit is a necessary precondition for higher collaborative involvement. Third, it offers practical implications for combining immersive and conventional formats to support end-user involvement during design review, helping ensure that facilities support the daily work of building occupants.

SB-H4
Opponent: Dr. Dragana Nikolić, Assistant Professor, University of Reading, United Kingdom

Author

Shahin Sateei

Chalmers, Architecture and Civil Engineering, Construction Management

Sateei et al., (2026) - How Representation Format Affects End-User Design Review: Cognitive Load and Task Performance in 2D drawings and immersive HMD Virtual Reality

From informative to co-design: The role of immersive Virtual Reality for user-involvement in healthcare facility design

Journal of Information Technology in Construction,;Vol. 30(2025)p. 778-806

Journal article

Collaborative Design Review Sessions In Virtual Reality: Multi-Scale And Multi-User

Proceedings of the International Conference on Computer-Aided Architectural Design Research in Asia,;Vol. 1(2022)p. 29-38

Paper in proceeding

Transitioning from 2D to VR in design-review - Resistance to engagement

Proceedings of the 23rd International Conference on Construction Applications of Virtual Reality, CONVR 2023,;Vol. 23(2023)p. 85-96

Paper in proceeding

Building design review brings together architects, planners, client representatives, and building occupants, such as healthcare staff or teachers. Identifying design solutions that work across different stakeholder priorities during design review is challenging. In part because end-users vary in their experience of interpreting typically used 2D drawings. Facility planners and client representatives are typically practiced in reading these types of representational formats, whereas building occupants' expertise lies in daily work practice. When the review format does not align with how building occupants understand space, work-practice knowledge cannot fully inform the design review, and design issues affecting daily operations risk going unnoticed. As a result, design decisions are made under uncertainty, increasing the likelihood of costly rework and facilities that do not fully support the daily work of those who use them. The representational format used during design review therefore shapes whether building occupants can evaluate the consequences of proposed design solutions for daily work practice and contribute their work-practice knowledge to design decisions.


This thesis investigates how alternative representational formats such as immersive Virtual Reality (VR) can support end-user involvement, including Co-Design, during building design review. Across four empirical studies in real-world building projects, such as healthcare and school settings, the thesis explores how immersive environments can support higher levels of involvement, how interactive features shape collaboration in design review, and how the alignment between representational format, task, and end-user expertise, Cognitive Fit, affects end-users' ability to interpret proposals and contribute to design decisions.


The findings show that immersive VR, combined with conventional 2D drawings and interactive features such as multi-user collaboration, object interaction, and multi-scale views, can shift end-user involvement from informative or consultative input toward more active forms of participation, including Co-Design. By making proposed designs experienceable at full scale, immersive VR enables building occupants to identify design issues that are difficult to identify in conventional 2D drawings. At the same time, immersive VR is not a universal solution. Rather, the right combination of immersive and overview-based representational formats depends on the task being evaluated and the expertise of the end-users involved. By extending Cognitive Fit theory beyond individual task performance to collaborative design review, the thesis shows when, how, and for whom immersive VR can support more active end-user involvement during design review. Such involvement, in turn, can create conditions for Co-Design to take place, where end-users help shape design proposals together with the design team rather than only reviewing them.

From Vision to Reality: Artificial Intelligence Design Assistant (AIDA) to facilitate Collaborative Design Processes

Formas (2024-00082), 2024-06-01 -- 2026-06-30.

Subject Categories (SSIF 2025)

Construction Management

Human Computer Interaction

DOI

10.63959/chalmers.dt/5897

ISBN

978-91-8103-440-0

Doktorsavhandlingar vid Chalmers tekniska högskola. Ny serie: 5897

Publisher

Chalmers

SB-H4

Opponent: Dr. Dragana Nikolić, Assistant Professor, University of Reading, United Kingdom

More information

Latest update

5/13/2026