Muhammad Iqbal Akbar, Muhammad Ashar, Syahrieza Ilham Noor Fauzi
Virtual reality (VR) has gradually pervaded areas other than entertainment and has become an innovative platform for destination marketing and tourism engagement. This paper presents the design and development of a VR Room for Bromo Tengger Semeru National Park in Indonesia using the Design Sprint methodology. The methodology consisted of five stages: understand, ideate, decide, prototype, and validate. The VR experience focuses on the two main attractions: sunrise viewing at Pananjakan and walking through the sea of sand, all developed using Unity 3D and deployed onto the Oculus Quest 2 headset. Additionally, usability testing was carried out with 25 participants, with the System Usability Scale (SUS) being the primary tool for evaluation. The resulting average SUS score of 74, which is a B- rating on the Sauro-Lewis scale, shows aboveaverage usability. Interestingly, most of the positive feedback came from participants who had never visited the park before, indicating that the VR Room has stimulated interest toward the destination and increased its awareness. In addition, qualitative feedback centred on the realism of the system, its intuitive navigation, and immersion, along with aspects needing improvement in interaction design and content clarity. © 2025 IEEE.
State University of Malang, Electrical and Informatics Engineering Department, Malang, Indonesia; IntaraAI, Malang, Indonesia