In a recent pilot project, we partnered with the Engineering for Democracy Institute for a pilot study to use VR to test how voters interact with polling place signage in a simulated environment. Over the course of one day, 14 student participants navigated a virtual polling place while researchers observed their behavior and gathered qualitative and quantitative data.
The study revealed that clear signs and their placement play a vital role in helping voters find their way. It also showed that VR can be a powerful tool for prototyping and improving polling place design before election day.
This pilot study explored how voters interact with polling place signage in a simulated virtual reality environment. As participants navigated a realistic voting setup, researchers observed how signs, spatial layout, and environmental cues shaped their experience. The findings below highlight what worked well, what caused confusion, and how signage design and placement can directly influence voter confidence, efficiency, and understanding.
Here are 5 key findings from the report:
Participants used (virtual) people in the space to make navigational decisions as often as they used the signs and the voting stations.
The difficulties reading signage text made the signs with arrows (added in Level D) more attractive and useful for navigation.
Instructions to say your name and address at the check-in table were misplaced when at the start of the line.
The same sign was repeated at the table itself.
By the final levels there were several types of signs. Participants used them in different ways.
Even with a relatively simple virtual environment, participants were able to engage with the simulation.
This research was conducted by Tasmin Swanson, Evie Lacroix, Randy Hadzor, and Whitney Quesenbery in partnership with Gretchen A. Macht, Ph.D. and Amber Fearn from the Engineering for Democracy Institute and University of Rhode Island students Collin Batchelor, Ryan Benvenuti, Kirk Brown, Shubham Chomal and Malinda Fry.
We used Rapid Iterative Testing and Evaluation (RITE) as our research method. Every 2-4 participants, we updated the VR environment to address problems identified by the most recent participants.
Through the six levels (or scenarios) we added people — both voters and poll workers — added objects, and enhanced the interaction with the ballot.
As the virtual polling place got more realistic and crowded, the pathways participants took became more varied.
Visit our toolkit page on poll workers and polling locations to find more resources.