VRDrums is a VR drumming application, enabling users to create beats in immersive environments with intuitive controls and multimodal feedback. Iterative testing with eight participants showed consistently positive ratings across usability and hedonic dimensions, demonstrating the effectiveness of our design decisions.
Role
UX Designer
Scope
UX Conception, UI Design, UX Evaluation
Platform
VR Application
Duration
4 Months
Team
2 Fellow Students
Tools 
HTC Vive
Unity
C#
Blender
GitHub
Adobe PremierePro
Adobe XD
Adobe Illustrator
Adobe AfterEffects
Miro
Context
VRDrums explores how drumming can feel playful and intuitive in virtual reality. Instead of replicating a realistic drum kit, we developed three immersive environments combining different drums, sounds, and visual effects. Concept evolved through iterative cycles. Users create beats without physical equipment, interacting via VR controllers with multimodal feedback linking movement, sound, and visuals. 
Process
The project was developed with two fellow Master’s students. The work process was organized into six phases: Ideation, UX Instruments, Assets Supply, Unity/Programming, User Testing, and Presentation/Documentation. Each phase had defined work packages, and we used a Kanban board to track progress and coordinate responsibilities across the team.
Distribution of phases over time and their dependencies
Distribution of phases over time and their dependencies
Work packages per phase
Work packages per phase
UCD Approach
Usability was central to VRDrums. We developed two personas representing our main user groups to understand motivations and needs. From these, we defined functional and non-functional requirements and formulated ten core user stories addressing both practical and enjoyable aspects. A style guide maintained consistent visuals, including colors, gradients, fonts, and the logo.
Persona Chris Curious
Persona Chris Curious
Persona Daria Drum
Persona Daria Drum
Core user stories
Core user stories
Wording style guide
Wording style guide
VRDrums brand
VRDrums brand
Logo sketches
Logo sketches
Color concept and typography
Color concept and typography
Implementation
VRDrums offers three immersive environments: a futuristic space, an idyllic forest, and the grand concert hall of the Elbphilharmonie. Users interact via VR controllers with multimodal feedback (acoustic, visual, haptic) for an engaging experience. Each scene features unique drum sets, visual effects, 360-degree backgrounds, and ambient sounds to enhance realism. The application was built in Unity with C#, 3D models in Blender, content managed via GitHub, and assets created with Adobe Creative Cloud. It runs on the HTC Vive, with a menu for scene selection and smooth transitions.
Variants for the menu structure
Variants for the menu structure
Implemented menu
Implemented menu
Implementation in Unity
Implementation in Unity
Particle system in Unity
Particle system in Unity
Sequence diagrams
Sequence diagrams
Usability Testing
We evaluated VRDrums in iterative test cycles with eight participants. Using a mixed-methods approach, users explored the application freely and subsequently assessed it using the standardized AttrakDiff questionnaire to measure perceived product quality. Observations and short informal interviews complemented quantitative data to capture behavior and subjective impressions.
Study schedule
Study schedule
AttrakDiff questionnaire
AttrakDiff questionnaire
Interview guide
Interview guide
Usability testing in the VR lab at TH Ingolstadt
Usability testing in the VR lab at TH Ingolstadt
Usability testing in the VR lab at TH Ingolstadt
Usability testing in the VR lab at TH Ingolstadt
Usability testing in the VR lab at TH Ingolstadt
Usability testing in the VR lab at TH Ingolstadt

Usability testing in the VR Lab at TH Ingolstadt

Results & Impact
AttrakDiff results showed consistently positive ratings across all four dimensions, confirming strong usability and hedonic appeal. Outliers such as “technical” and “isolating” reflected inherent VR characteristics rather than design flaws. Qualitative feedback led to measurable improvements: expanded sound variety, velocity-based volume control, calibrated drum positioning, and adjusted hand rotation. These refinements improved responsiveness, precision, and immersion.
Dimensions Attractiveness (ATT), Pragmatic Quality (PQ), Hedonic Quality Identity (HQI) and Hedonic Quality Stimulation (HQS)
Dimensions Attractiveness (ATT), Pragmatic Quality (PQ), Hedonic Quality Identity (HQI) and Hedonic Quality Stimulation (HQS)
Portfolio graphic (hedonic and pragmatic quality)
Portfolio graphic (hedonic and pragmatic quality)
28 opposing word pairs (semantic differential)
28 opposing word pairs (semantic differential)
Conclusion
VRDrums demonstrates how VR can deliver an intuitive, immersive, and playful drumming experience without physical equipment. Iterative testing confirmed interactions were engaging, feedback clear, and the application met both practical and hedonic user needs. Future improvements could include foot controls, guided drumming cues, background music, more learning hints, and multi-user virtual concerts. Demo sequences were recorded using mouse control to demonstrate interactions.
Demo of the menu

Demo of the nature scene

Demo of the space scene

Demo of the concert scene

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