# Workspace and Productivity: Guidelines for Virtual Reality Workplace Design and Optimization
## 4 Discussion
### Implication for VR Workplace Design
\begin{table}
\begin{tabular}{p{113.8 pt} p{113.8 pt}} \hline \hline
**Ecology of Work Model Components** & \multicolumn{2}{c}{**VR Design and Optimization Guide**} \\ \hline  & \(\bullet\) & Design VR for a variety of activities including solo work (i.e., concentrated working), co-working (synchronous and asynchronous), team working, learning, and emergent social exchanges. \\ Nature of work: Parameters of activity in the workplace & \(\bullet\) & Design VR for several modes of attention, including controlled attention (i.e., deep, focused working) with no opportunity for distraction; stimulus-driven attention, such as carrying out routine tasks, which tolerates a degree of interruptions or distractions; rejuvenation, which entails nudges for breaks for concentration, seeking out recharging environments, etc. \\ \hline  & \multicolumn{2}{c}{Design VR work zones that go beyond the standard office environment, including:} \\  & \(\bullet\) & Home bases, i.e., a quite area, concentrated on focused working; \\ Space and resources: Zones in which work activities occur & \(\bullet\) & Open plans, to support brainstorming and group communication; \\  & \(\bullet\) & Meeting rooms, to be able to have conferences, workshops, and training; \\  & \(\bullet\) & Breakout areas, for informal communication and recharging; \\  & \(\bullet\) & Touch towns, for spontaneous, flexible working; \\  & \(\bullet\) & Refugee areas, for more confidential conversations. \\ \hline  & \multicolumn{2}{c}{Implicit and explicit norms guide employee behavior, interactions, and social cues, and set expectations for individual roles and employee dynamics. Since this is equally important when working in VR, VR needs to consider a design that facilitates improved communication flow, and the acquisition and refinement of empathy, compassion, and understanding of others.} \\ \hline  & \multicolumn{2}{c}{Foster collaboration through a variety of different work zones. Explore tools and technology that facilitate collaboration and increase engagement, and design a notification and information exchange management system that effectively supports the parameters of activity in the workplace (e.g., focused work versus teamwork).} \\ \hline  & \multicolumn{2}{c}{Community building can happen intentionally or spontaneously. VR needs to support group cohesion by:} \\ Pillars of success: Community & \(\bullet\) & Planned social exchanges (e.g., virtual events); \\  & \(\bullet\) & Common areas designed to facilitate casual interaction; \\  & \(\bullet\) & Events designed for recognition (e.g., workshops and trainings). \\ \hline  & \multicolumn{2}{c}{Employees’ perception of ownership is very important, and findings have shown the need to allow for customization in relation to (i) meeting properties, (ii) personal preference, and (iii) company and team identity, including:} \\ Pillars of success: Identity & \(\bullet\) & The number of attendees; \\  & \(\bullet\) & The focus of the meeting; \\  & \(\bullet\) & The utility (i.e., what tools are needed for meetings, e.g., sticky notes, whiteboard, screens); \\  & \(\bullet\) & Environmental needs such as collaborative settings, presentation settings, and social settings that represents a mutually agreed company theme. \\ \hline  & \multicolumn{2}{c}{Wellbeing in VR should be supported by providing:} \\  & \(\bullet\) & Appropriate light, humidity, air quality and movement, noise, temperature; \\  & \(\bullet\) & VR sitting/standing desk, rotating monitor stands, storage space, flexible privacy screens, window blinds, desk lamps; \\  & \(\bullet\) & Nudges to take breaks and/or exercise (in VR); \\  & \(\bullet\) & Awareness of immediate surrounding areas for both safety (e.g., hot beverages, wires on the floor) and practical (e.g., access to other devices) reasons; \\  & \(\bullet\) & Good ambient conditions (noise); \\  & \(\bullet\) & Accessibility: New designs should be universal and easy to use for everyone, and should thus be considered in VR design when it comes to adjustable chairs, desks, and free physical movement when utilizing VR. \\  & \(\bullet\) & Recreating features of the home environment in VR to foster a feeling of comfort. \\ \hline  & \multicolumn{2}{c}{Foster collaboration through a variety of different work zones. Explore tools and technology that facilitate collaboration and increase engagement, and design a notification and information exchange management system that effectively supports the parameters of activity in the workplace (e.g., focused work versus teamwork).} \\ \hline  & \multicolumn{2}{c}{Community building can happen intentionally or spontaneously. VR needs to support group cohesion by:} \\ Pillars of success: Community & \(\bullet\) & Planned social exchanges (e.g., virtual events); \\  & \(\bullet\) & Common areas designed to facilitate casual interaction; \\  & \(\bullet\) & Events designed for recognition (e.g., workshops and trainings). \\ \hline  & \multicolumn{2}{c}{Employees’ perception of ownership is very important, and findings have shown the need to allow for customization in relation to (i) meeting properties, (ii) personal preference, and (iii) company and team identity, including:} \\  & \(\bullet\) & The number of attendees; \\ Pillars of success: Identity & \(\bullet\) & The focus of the meeting; \\  & \(\bullet\) & The utility (i.e., what tools are needed for meetings, e.g., sticky notes, whiteboard, screens); \\  & \(\bullet\) & Environmental needs such as collaborative settings, presentation settings, and social settings that represents a mutually agreed company theme. \\ \hline  & \multicolumn{2}{c}{Wellbeing in VR should be supported by providing:} \\  & \(\bullet\) & Appropriate light, humidity, air quality and movement, noise, temperature; \\  & \(\bullet\) & VR sitting/standing desk, rotating monitor stands, storage space, flexible privacy screens, window blinds, desk lamps; \\  & \(\bullet\) & Nudges to take breaks and/or exercise (in VR); \\  & \(\bullet\) & Awareness of immediate surrounding areas for both safety (e.g., hot beverages, wires on the floor) and practical (e.g., access to other devices) reasons; \\  & \(\bullet\) & Good ambient conditions (noise); \\  & \(\bullet\) & Accessibility: New designs should be universal and easy to use for everyone, and should thus be considered in VR design when it comes to adjustable chairs, desks, and free physical movement when utilizing VR. \\  & \(\bullet\) & Recreating features of the home environment in VR to foster a feeling of comfort. \\ \hline \hline \end{tabular}
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