Virtual reality (VR) replaces the user’s physical surroundings with a simulated environment, whereas augmented reality (AR) overlays digital information or objects onto the real environment. In prototyping, VR is therefore suited to testing a complete simulated experience, while AR is suited to testing how a proposed design interacts with its real context.
How VR and AR Work in Prototyping
Within A2.2 Prototyping techniques, both technologies allow designers to create and evaluate digital prototypes before committing materials, time, and money to a physical prototype.
A VR prototype is viewed through a headset that immerses the user in a computer-generated environment. For example, a designer could simulate the interior of a vehicle and evaluate visibility, control placement, scale, and user movement before constructing a full-size model.
An AR prototype is normally viewed through a smartphone, tablet, or AR headset. A digital model is positioned within the real world, allowing stakeholders to assess factors such as size, location, appearance, and interaction with existing products or spaces. For example, a digital chair could be placed virtually inside an actual room.
| Feature | Virtual reality (VR) | Augmented reality (AR) |
|---|---|---|
| User’s environment | Fully simulated and immersive | Real environment with digital overlays |
| Main prototyping purpose | Testing complete environments or experiences | Testing a design within its intended context |
| Typical evaluation | Ergonomics, spatial layout, interaction, and user journeys | Scale, positioning, appearance, and contextual fit |
| Limitation | May require specialist equipment and can reduce awareness of real surroundings | Accuracy depends on tracking, display quality, and correct digital alignment |
A common misconception is that AR and VR are interchangeable forms of digital modelling. They are not: the key distinction is whether the real environment is replaced or enhanced.
Exam Technique
For a comparison question, define both technologies and make paired points using terms such as immersion, real-world context, user testing, and evaluation. Apply each technology to a specific prototype rather than merely stating that both make three-dimensional digital models.
