Master's Thesis · 2026

How does the design of interaction markers in VR shape players' immersion in a story?

A study of UI design in narrative-driven Virtual Reality — and what 35 players taught us about the unexpected ways interfaces shape immersion.

Breda University of Applied Sciences · MSc Game Technology · 2026

[ Hero image: Echoes of Abandonment — clay-sculpted bedroom ]

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The question

VR is becoming a serious medium for storytelling — but the design of its interfaces hasn't caught up. Most UI conventions come from flat-screen games: menus, button prompts, 2D overlays. These break the very immersion that makes VR worth using.

In VR, the world itself can be the interface. The objects players touch, pick up, and interact with become UI elements. But how do you signal which objects are interactive — without breaking the spell?

The study

35 Participants
3 Conditions
2 Validated questionnaires

I tested three types of interaction markers in Echoes of Abandonment, a hand-sculpted VR experience about a child coping with their parents' divorce: diegetic markers (subtle, world-integrated cues), non-diegetic markers (overlay icons), and a control group with no markers. Narrative immersion was measured using the IEQ-SF and NES questionnaires alongside custom questions.

Key findings

Primary finding

Marker design did not significantly affect narrative immersion.

Statistical analysis (ANOVA, Kruskal-Wallis) showed no significant difference between conditions. This null result aligns with prior VR studies — but it's only part of the story.

Unexpected finding

Non-diegetic markers were more recognisable — and didn't disturb immersion.

Contrary to my hypothesis, players in the non-diegetic condition reported higher recognition of interactable objects without a corresponding drop in narrative engagement. This challenges a common assumption in VR design.

Unexpected finding

Sound design influenced immersion more than visual UI.

Multiple participants across conditions cited the game's audio (rather than markers) as the immersion-breaking element — suggesting that auditory UI deserves the same scrutiny as visual UI.

Design tips for VR developers

The most actionable output of this research: a growing library of evidence-based design tips for VR developers working with diegetic and non-diegetic UI in narrative experiences.

Browse the tips library →

[ Tips library coming soon — currently being built ]

Download the paper

The thesis is available in multiple formats depending on how deep you want to go.