## 1 Introduction
Representative works of this approach provide a broad conceptual framework on VR and its applications in various fields, without a specific focus on industrial design [45]; describe the state of the art of VR technology in general [8]; review AR technologies, systems, and applications [6]; and study registration errors and calibration methods in AR [46]. In addition, immersive technologies are increasingly applied to industrial automation, including robotic navigation and simulation systems using virtual environments [47; 48]. Another group of studies focuses on the integration of VR and AR in design processes, particularly in industrial design. There is research that relates existing AR studies to design practice, identifying phases of the process where it is not possible to apply AR [49]; examines the potential of low-cost VR to improve the design process [18]; studies the application of VR in all phases of design, beyond the early stages [20]; and analyses the usefulness of AR in the presentation and prototyping phases [26]. Although this article does not focus on the educational field, there is a related study that analyses the potential of VR for the development of various product representation techniques, such as sketching, modelling, and prototyping [50]. Most studies on the usability of immersive technologies are conducted in contexts unrelated to product design, such as architecture [51], academic education [52], or commercial product presentations [53]. Much of this research focuses on a single dimension, mainly effectiveness [51; 54; 55] or efficiency [56], and does not adopt established standards such as ISO 9241-11. Although some studies consider all three dimensions (effectiveness,efficiency, and satisfaction) [52; 57; 58], their scope does not cover the use of these technologies in real industrial design processes, but rather related activities such as the validation of VR usability analysis questionnaires [57], hardware analysis [59], or their impact on usability and ergonomics during the design of consumer products [58]. Several studies address the analysis of human-machine interaction (HMI), either through experimental tasks or in academic contexts. For example, [PERSON] et al. [59] identify factors that influence the user experience depending on the type of interaction that VR allows (remote controller, head tracking or hand gestures), although without linking these results to tasks specific to the design process. In a similar approach, [PERSON] et al. [56] analyse how the size, shape, or haptic feedback of virtual controls affect operational efficiency and cognitive load. [PERSON] et al. [52] also study the perception of usability in design and architecture students using HMD headsets, but in an exclusively academic context far removed from real professional design environments. Some studies focus on specific devices such as HTC Vive headsets [60], without considering a broader analysis of technological tools adapted to industrial design. Finally, publications addressing market research are from prior to 2023, which limits their ability to reflect the current state of immersive technologies, characterised by rapid evolution in recent years. Recent contributions have predominantly addressed the healthcare domain [61; 62; 63; 64], with the specific overview of tools applicable to industrial design remaining outdated. The main goal of this work is to analyse the integration and impact of using immersive virtual, augmented, and mixed reality technologies in the industrial product design process. To do this, research was carried out in two fundamental and complementary phases. First, market research of available resources was conducted, including hardware and software tools, followed by the selection of the most suitable ones for application in product design. This phase provided an updated overview of technical resources and trends in professional usage.