## 6 Conclusions  
This study reveals the potential of immersive technologies, specifically virtual reality (VR) and augmented reality (AR), to improve industrial design processes from a usability perspective. These tools have a positive impact on product design, and they offer an accessible user experience that enables the creation of products in less time, with a higher success rate in task completion, in a highly interactive environment, and with high levels of creativity. The results of the study demonstrate that the dimension of efficacy in the use of immersive technologies is related to the ability of users to complete tasks with accuracy and in accordance with the defined goals. Its progression depends on the level of technical proficiency, the complexity of the design, and the suitability of the immersive environment in relation to the demands of the task. As users gain fluency and an understanding of the system, their ability to make the right decisions and take actions precisely increases. However, even in the early stages, immersive environments allow acceptable levels of efficacy, provided that the design conditions and the interface do not represent an excessive barrier. The dimension of efficiency depends on a combination of operational factors. Although design complexity may influence the time taken to complete tasks, efficiency improves through greater control during task execution, better handling of errors, and reduced physical and cognitive effort. This reduction occurs when users adapt to the virtual work environment and overcome the discomfort resulting from the sensory dissociation from reality. Familiarity with immersive tools facilitates smoother workflow integration, enabling more effective use of hardware and software resources. It has also been observed that even in early learning phases, efficiency can remain at positive levels if the environment offers a well-structured interface aligned with user expectations. And satisfaction is related to the technical success of the task and the perception of autonomy, creative flow, and the opportunity to experiment without restrictions. This is reflected in perceived creativity, especially in designs that offer greater formal and functional freedom. Furthermore, user satisfaction in immersive environments increases as the cognitive load generated by prolonged tool use decreases, a phenomenon associated with a positive evolution in the learning curve. These factors indicate that immersive technologies enhance the experience of designers within the workflow. Finally, the results obtained allow us to state that immersive technologies provide an effective, efficient, and satisfactory operational environment for design tasks, even during the early learning stages. Their integration into academic and professional settings can support the transition to workflows with higher levels of digitalisation, collaboration, and creativity. They also enable time optimisation and improvement in the quality of the designed products. Conceptualisation, A.M.-M., C.T.-L. and E.P. ; methodology, A.M.-M. and E.P. ; software, C.T.-L. and T.A.-P.; validation, C.T.-L. and T.A.-P.; formal analysis, A.M.-M. and E.P. ; investigation, A.M.-M., C.T.-L. and E.P. ; resources, E.P. ; data curation, A.M.-M., T.A.-P. and E.P. ; writing--original draft preparation, A.M.-M. and E.P. ; writing--review and editing, A.M.-M., T.A.-P. and E.P. ; supervision, E.P. ; funding acquisition, E.P. All authors have read and agreed to the published version of the manuscript. This publication is part of the R&D&I project/Grant PID2023-149083 OA-I00 funded by MICIU/AEI/10.13039/501100011033 and by FEDER EU. Not applicable. The data presented in this study are only available upon request from the corresponding author due to privacy reasons. The authors declare no conflicts of interest. The following abbreviations are used in this manuscript: