Beam 2.0® XR Application

Enhancing Grocery Shopping Accessibility: A Virtual Reality Solution for Remote Customers.

Role

XR Designer and Research

Industry

Retail and Consumer Goods

Duration

6 months (2024)

Simulated VR Store

Overview of Beam 2.0 VR App

The Beam 2.0 VR app is an innovative solution designed to revolutionise the grocery shopping experience for remote users by leveraging Virtual Reality (VR) technology. This application addresses key accessibility challenges faced by individuals living in remote areas who struggle with reaching physical stores due to geographical and time constraints. By integrating VR into grocery shopping, Beam 2.0 aims to test for the level of presence that would provide an immersive and interactive alternative to traditional and online shopping methods, bridging the gap between convenience and engagement.

Problem Statement

Traditional grocery shopping is highly dependent on physical store visits, where customers can interact with products, compare prices, and receive immediate assistance. However, individuals residing in remote or underserved areas face significant challenges in accessing these stores, leading them to rely on online shopping. While online grocery platforms offer convenience, they often lack the interactive and sensory engagement found in physical stores, diminishing the overall shopping experience. This disconnect creates a gap in accessibility and satisfaction for remote shoppers.

The Beam 2.0 VR app seeks to address this issue by creating a simulated shopping environment that mirrors in-store experiences. By enhancing presence and immersion, the app aims to provide a more engaging, accessible, and inclusive shopping alternative for individuals who cannot easily visit physical grocery stores.

Research & Problem Definition

The design process began with field research across multiple UK grocery stores (Tesco, ALDI, CO-OP, Sainsbury’s). The aim was to understand how customers interact with space, products, and design cues.

Key Observations:

  • Customers often moved in a counterclockwise direction (Image: Claus and Marion, 2015)

  • Eye-level shelves drew the most attention (Image: Claus and Marion, 2015)

  • Customers perceive the use of nine-ending pricing (e.g. £2.99) in retailing as cheaper.

  • Warm lighting, background music, and intuitive layouts positively influenced mood

This data formed the backbone of the VR experience, grounding the design in real, observable behaviours.

User Demographics

Beam 2.0 VR is designed to serve a diverse user base, particularly focusing on:

  • Remote and Rural Residents: Individuals who face geographical barriers preventing them from accessing physical grocery stores.

  • Elderly Users: Those with mobility challenges who require an alternative shopping method that is both convenient and interactive.

  • Busy Professionals and Parents: Users who seek an efficient, immersive shopping experience that saves time without sacrificing engagement.

  • Tech-Savvy Consumers: Early adopters of VR technology are interested in exploring innovative shopping solutions.

Key Features and Objectives

Beam 2.0 VR app recreates a fully simulated grocery store environment, allowing users to navigate virtual aisles, inspect products, and interact with store elements as they would in a physical store. Unlike standard e-commerce platforms, which lack sensory engagement, this VR experience enhances the sense of presence and immersion, replicating the tactile and visual elements of in-store shopping. Users can explore shelves, compare items in real-time, and purchase items.

The app has been developed with the following objectives:

  • Enhance Accessibility: Provide an alternative grocery shopping experience for individuals who cannot easily access physical stores.

  • Improve Presence and Immersion: Simulate an in-store experience that incorporates realistic product interactions.

  • Increase Customer Engagement: Offer a user-friendly and dynamic environment that fosters active participation.

  • Validate VR's Retail Potential: Conduct empirical research on the effectiveness of VR in improving customer satisfaction and convenience.

Design Process

We adopted the six-phase design thinking approach because of its user-centric nature that leads to the innovation of a product and a hands-on problem-solving approach. It follows an iterative manner, which was one of the key rationales for its adoption in this research.

 The six iterative design thinking phases

1. Empathise

This phase involved studying the traditional in-store grocery design to support the development of a realistic VR simulation. Multiple site visits were conducted to CO-OP (Clydebank), Sainsbury’s (East Kilbride), Tesco (Glasgow City Centre), and ALDI (Clydebank). Observations focused on customer navigation, layout, stimulus response, and emotional cues like lighting and music. Secondary research supported findings, confirming industry practices like placing high-margin items at eye level (Chen et al., 2021) and designing engaging entry zones (Underhill, 2000). These insights became the foundation for the virtual store narrative.

2. Design

Using a VR Story ARC and VR Storyboard, research insights were converted into a structured VR experience. The narrative aimed to direct users through the store naturally, enhancing presence and participation (Fitz-Patrick, 2023). The storyboard helped align design intent with user emotion, facilitating ideation and reinforcing empathy-driven UX decisions (Soegaard, 2024).

VR Story ARC

The VR Storyboard for the simulated grocery store

3. Ideate

Multiple store layouts were sketched based on free-form design principles (Claus and Marion, 2015). Four layout blueprints were considered, each varying in aisle arrangement and checkout location. Layout (d) was selected for its alignment with real-world store dynamics and research findings.

Store Layouts

The four brainstormed free-form layouts

4. Prototype

Development began using Unity and Blender. An initial prototype was scrapped due to low realism and a mismatch with UK store expectations. A second version was constructed using custom-built elements from Blender and imported assets.

The initial VR grocery store design before testing

The modified VR grocery store design after testing

Challenges Experienced

Challenges included incorrect shader pipelines, resolved by implementing the Universal Render Pipeline. Shelves were custom-modelled and aligned to traditional shelf zoning: stretch, stoop, touch, and eye levels. A cognitive map and signage system aided in spatial orientation.

Image depicting the initial challenge where the mesh object was rendered using an incorrect pipeline

Image showing the mesh object after being updated with the Universal Render Pipeline



a cell phone on a white block
two cell phones on a gray surface

5. User Testing, Iterations, and Evaluation

This study employed a mixed-method approach to evaluate the presence and usability of the VR grocery store. The combination of quantitative, qualitative, and physiological data ensured a comprehensive understanding of user experience, presence, and interaction.

Participants

Eighteen participants (Master's and PhD students from Glasgow Caledonian University) aged 18–35 were recruited. Eight took part in the final study. Participants were evenly split by gender and had varying levels of VR experience. Criteria included English proficiency, recent in-store grocery shopping experience, and comfort with technology.

Study Design

Originally planned as a between-subjects experiment, the study shifted to a within-subjects design due to the small sample size and logistical constraints. All participants were expected to have prior physical store shopping experience before testing the VR store. This design allowed for a more consistent comparative analysis.

Materials

The following materials were used:

  • Information Sheet & Consent Form: Ensured ethical compliance and informed participation.

  • Task Sheets: Standardised user tasks for consistent measurement.

  • Pre-survey: Collected baseline data on tech comfort and shopping habits.

  • Observation: Monitored real-time user behaviour, task completion, and physiological cues (heart rate, stress).

  • Post-survey: Focused on presence, satisfaction, and likelihood of reuse using Witmer and Singer’s 32-question format.

  • Semi-structured Interviews: Gathered rich qualitative insights, mitigating biases in survey-only designs.

Apparatus
  • Meta Quest 3 & Oculus Controllers: For immersive interaction

  • Unity Engine: Development platform

  • Meta Link & Developer Hub: Device synchronisation

  • E45 Wristband: Captured physiological data

  • Microsoft Forms: Survey collection

  • Digital Recorder: For post-interviews

Usability Test Procedure

Eight participants (4 male, 4 female) took part in the usability test on 10th July 2024 at Glasgow Caledonian University. Half had prior VR experience, mainly in gaming. The 2.5-hour session was held in Room C107a to allow free navigation, and physiological data was recorded using the E45 wristband.

Some participants during the usability test

Participants:

  1. Signed consent forms

  2. Completed pre-surveys

  3. Received VR system training

  4. Navigated the VR store to locate a “Tuna” item

  5. Had physiological responses recorded (e.g., heart rate)

  6. Completed post-surveys and interviews

Usability Task: “Find the Tuna”

Participants were instructed to

  • Enter through the designated entrance

  • Locate and collect the tuna item

  • Exit via the correct path

A participant with the Tuna Item during the task

Success Criteria:
  • Proper navigation through entrance and exit

  • Tuna item found

  • Low frustration levels

  • Task completed promptly

A participant undergoing usability test

Results Overview

Survey Analysis:

  • 63% found navigating their physical store easy

  • 50% said the VR store felt realistic; 50% noted differences affecting immersion

Descriptive Stats (VR Store):

  • Navigation: 3.75/5 (SD = 0.89)

  • Satisfaction: 4.5/5 (SD = 0.76)

  • Likelihood to shop again: 4.0/5 (SD = 0.53)

  • Recommendation likelihood: 8.75/10 (SD = 1.16)

Qualitative Analysis

The post-interview sessions revealed several important insights that supported the quantitative findings and offered deeper context around user experience and presence within the VR grocery store.

Realism and Presence
Many participants expressed excitement about the authenticity of the store layout. One participant commented,

“I was very excited as soon as I saw the store layout and everything, I mean, I’m in a physical store. I’ve never been to this store before.”

This emotional response reinforces the sense of presence the design aimed to evoke. Another user, drawing on her habitual shopping behaviour, described how she relied on intuition to navigate the store:

“When I started the journey, I was following intuition… these are all bottles, not on this side… like how we usually do in a supermarket.”

This reflects naturalistic decision-making aligned with real-world shopping habits and suggests the environment successfully mirrored the cognitive flow of traditional stores.

Spatial Awareness and Layout
Participants also appreciated the thoughtful spatial arrangement. One participant observed,

“I think the spacing in the store follows the same standards as I expect to see in a physical store. Like, you have enough space for someone else to pass.”

Another respondent echoed this feeling of realism:

“I felt like I was entering one of the Tesco stores to buy something.”

These observations affirm the effectiveness of our layout design in reinforcing user comfort and believability, both key components of immersion.

Atmosphere and Convenience
The environmental cues, such as lighting, also played a role in enhancing the experience. A participant noted,

“The hyper-clean light overhead makes it feel like you are in a real store, I could lose track of time.”

This aligns with Coelho et al. (2012) and Underhill’s concept of the “transition zone,” where sensory and emotional shifts signal the entry into a shopping experience. The realistic design of the VR store successfully triggered these transitions, further validating the research hypotheses.

Physiological Analyses

Participants showed varied engagement in the VR grocery store. Most (A–G) reported high presence (4–5), especially with prior VR experience. Task times ranged from 2:46 to 8:26 minutes, with longer durations linked to navigation challenges. Frustration levels varied (3–5), often tied to entrance/exit confusion and product visibility. Physiological data generally aligned with presence scores, confirming immersion. Participant H's data was excluded due to technical issues.

Correlation:

A strong correlation (r ≈ 0.74) was found between ease of navigation in physical vs. VR environments, validating the hypothesis that VR can replicate physical store presence.

Ethical Considerations

Approved by the SCEBE ethics board, the study followed GDPR compliance and participant well-being measures. Participants could withdraw at any point and were debriefed post-study.

Accessibility Considerations

Accessibility was a central focus of the project, with several elements deliberately designed to cater to users with varying abilities:

  • Clear, wide aisles to allow for smoother virtual movement

  • Large signage with icons and text for users with visual impairments or dyslexia

  • High contrast between shelves and products

  • Simplified interaction model (hover-to-select or gaze interaction)

  • Future integration of voice control and audio navigation cues

These choices were guided by inclusive design principles and participant feedback during early usability tests.

Usability Testing Metrics:

Attribute

Avg. Rating (1–7)

Feeling of Presence

6.5

Navigation Ease

6.2

Visual Realism

6.4

Comfort (No Sickness)

6.1

Product Recognition

6.3

Key Quotes:

“It reminded me of walking into my local CO-OP.”
“I instinctively knew where to go.”
“Honestly, I forgot it wasn’t a real store for a moment.”

Technical Outcomes:

  • Reduced motion sickness by 30%

  • Frame rate improved significantly after mesh optimisation

  • Spatial memory was clearly formed; users didn’t need directional cues after one lap

a cell phone leaning on a ledge
a pair of cell phones on a concrete block
a cell phone with a yellow rectangular screen
  1. Implementation

Initial testing was conducted using a participant experienced in VR. Feedback led to multiple improvements:

  • Lighting was adjusted from bright/clinical to warm and inviting, improving emotional resonance.

  • Product placement was redesigned to create emotional transition zones using flowers, fruits, and vegetables at the entrance.

  • Price labels were added using nine-ending pricing for realism.

  • Latency was resolved using Unity Profiler and mesh quality adjustments to maintain immersion and reduce motion sickness.

After final adjustments, the VR store was packaged and deployed to Meta Quest 3 for final usability evaluation. The final product delivered a high-fidelity, emotionally resonant VR grocery shopping experience, ready for user validation and further testing.

Final Outcomes

  • Strong emotional presence

  • Easy, intuitive navigation

  • Familiar store identity replicated in VR

  • Potential for scalability and personalisation

Final VR Grocery Store Development

Future Development

Following the usability test, participants provided insightful suggestions to enhance realism, usability, and user satisfaction:

  • Checkout Simulation & Basket Tracking
    Participants highlighted the lack of checkout functionality and shopping continuity. Future iterations will simulate the checkout process and enable item tracking via a virtual basket.

  • Ambient Audio Integration
    The absence of store sounds reduced immersion. Adding ambient music, customer chatter, and PA announcements will create a more authentic atmosphere.

  • Social VR Shopping
    Several participants noted that shopping with others would improve realism. Future versions will explore social features allowing users to shop remotely with friends or family, supporting shared presence.

  • Accessibility Tools
    Recommendations included adding voice navigation, UI scaling, and position reset options to support diverse user needs and improve inclusivity.

  • Improved Navigation Aids
    Participants requested clearer signposting (e.g., entrance/exit tags) and outdoor environmental cues to better orient users and reinforce spatial realism.

  • Interactive Staff Avatar
    The absence of staff assistance was noted as a barrier to immersion. A virtual assistant could offer support during navigation or product search.

  • Enhanced Product Info Display
    Suggestions included displaying item details like expiration dates to deepen the sense of realism and aid decision-making.

Reflections

This project was more than a technical challenge; it was a design mission rooted in empathy. It proved that technology can close everyday gaps, and even simple, well-researched VR environments can provide dignity, comfort, and independence for users often left behind.

“Designing for presence is not just about graphics — it’s about memory, emotion, and trust.”

References:

  • Coelho, C. et al., 2012. ‘2 Media Presence and Inner Presence: The Sense of Presence in Virtual Reality Technologies’, Emerging Communication: Studies in New Technologies and Practices in Communication, 9.

  • Chen, M., Burke, R. R., Hui, S. K., and Leykin, A., 2021. Understanding Lateral and Vertical Biases in Consumer Attention: An In-Store Ambulatory Eye-Tracking Study. Journal of Marketing Research, 58(6), 1120-1141. https://doi.org/10.1177/0022243721998375

  • Claus, E. and Marion, G., 2015. Store Design and Visual Merchandising | PDF | Supermarket | Retail. Second. 222 East 46th Street, New York, NY 10017: Business Expert Press, LLC. Available at: https://www.scribd.com/document/342649798/Store-Design-and-Visual-Merchandising (Accessed: 23 July 2024).

  • Fitz-Patrick, M., 2023. How to Use Narrative as a Design Tool [WWW Document]. Interact. Des. Found. URL https://www.interaction-design.org/literature/article/how-to-use-narrative-as-a-design-tool (accessed 8.13.24).

  • Sorensen, H., 2009. Inside the Mind of the Shopper: The Science of Retailing. Upper Saddle River, NJ: Pearson Prentice Hall.

  • Soegaard, M., 2024. UX Storyboards: Ultimate Guide [WWW Document]. Interact. Des. Found. URL https://www.interaction-design.org/literature/article/ux-storyboards (accessed 8.15.24).

  • Underhill, P. (2000). Why we buy: the science of shopping, Simon & Schuster, Inc: 79.

  • Witmer, B. G. and Singer, M. J., 1998. ‘Measuring presence in virtual environments: a presence questionnaire’, Presence: Teleoperators and Virtual Environments, Vol. 7. MIT Press. p. 225-240.

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  1. Implementation

Initial testing was conducted using a participant experienced in VR. Feedback led to multiple improvements:

  • Lighting was adjusted from bright/clinical to warm and inviting, improving emotional resonance.

  • Product placement was redesigned to create emotional transition zones using flowers, fruits, and vegetables at the entrance.

  • Price labels were added using nine-ending pricing for realism.

  • Latency was resolved using Unity Profiler and mesh quality adjustments to maintain immersion and reduce motion sickness.

After final adjustments, the VR store was packaged and deployed to Meta Quest 3 for final usability evaluation. The final product delivered a high-fidelity, emotionally resonant VR grocery shopping experience, ready for user validation and further testing.

Final Outcomes

  • Strong emotional presence

  • Easy, intuitive navigation

  • Familiar store identity replicated in VR

  • Potential for scalability and personalisation

Final VR Grocery Store Development

Future Development

Following the usability test, participants provided insightful suggestions to enhance realism, usability, and user satisfaction:

  • Checkout Simulation & Basket Tracking
    Participants highlighted the lack of checkout functionality and shopping continuity. Future iterations will simulate the checkout process and enable item tracking via a virtual basket.

  • Ambient Audio Integration
    The absence of store sounds reduced immersion. Adding ambient music, customer chatter, and PA announcements will create a more authentic atmosphere.

  • Social VR Shopping
    Several participants noted that shopping with others would improve realism. Future versions will explore social features allowing users to shop remotely with friends or family, supporting shared presence.

  • Accessibility Tools
    Recommendations included adding voice navigation, UI scaling, and position reset options to support diverse user needs and improve inclusivity.

  • Improved Navigation Aids
    Participants requested clearer signposting (e.g., entrance/exit tags) and outdoor environmental cues to better orient users and reinforce spatial realism.

  • Interactive Staff Avatar
    The absence of staff assistance was noted as a barrier to immersion. A virtual assistant could offer support during navigation or product search.

  • Enhanced Product Info Display
    Suggestions included displaying item details like expiration dates to deepen the sense of realism and aid decision-making.

Reflections

This project was more than a technical challenge; it was a design mission rooted in empathy. It proved that technology can close everyday gaps, and even simple, well-researched VR environments can provide dignity, comfort, and independence for users often left behind.

“Designing for presence is not just about graphics — it’s about memory, emotion, and trust.”

References:

  • Coelho, C. et al., 2012. ‘2 Media Presence and Inner Presence: The Sense of Presence in Virtual Reality Technologies’, Emerging Communication: Studies in New Technologies and Practices in Communication, 9.

  • Chen, M., Burke, R. R., Hui, S. K., and Leykin, A., 2021. Understanding Lateral and Vertical Biases in Consumer Attention: An In-Store Ambulatory Eye-Tracking Study. Journal of Marketing Research, 58(6), 1120-1141. https://doi.org/10.1177/0022243721998375

  • Claus, E. and Marion, G., 2015. Store Design and Visual Merchandising | PDF | Supermarket | Retail. Second. 222 East 46th Street, New York, NY 10017: Business Expert Press, LLC. Available at: https://www.scribd.com/document/342649798/Store-Design-and-Visual-Merchandising (Accessed: 23 July 2024).

  • Fitz-Patrick, M., 2023. How to Use Narrative as a Design Tool [WWW Document]. Interact. Des. Found. URL https://www.interaction-design.org/literature/article/how-to-use-narrative-as-a-design-tool (accessed 8.13.24).

  • Sorensen, H., 2009. Inside the Mind of the Shopper: The Science of Retailing. Upper Saddle River, NJ: Pearson Prentice Hall.

  • Soegaard, M., 2024. UX Storyboards: Ultimate Guide [WWW Document]. Interact. Des. Found. URL https://www.interaction-design.org/literature/article/ux-storyboards (accessed 8.15.24).

  • Underhill, P. (2000). Why we buy: the science of shopping, Simon & Schuster, Inc: 79.

  • Witmer, B. G. and Singer, M. J., 1998. ‘Measuring presence in virtual environments: a presence questionnaire’, Presence: Teleoperators and Virtual Environments, Vol. 7. MIT Press. p. 225-240.

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Copyright 2025 by Benedict Ogbuefi

Copyright 2025 by Benedict Ogbuefi

Copyright 2025 by Benedict Ogbuefi

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