No matter how confident you are about the experience you've created, it is always crucial to test it with other people. Michael and I have been developing and supervising VR applications for more than a decade. And we have worked on a few dozens of VR applications. The only thing I am confident to say is that, I will be surprised by how the users react or not react to the VR experience we created. In fact, in older to deliver a VR experience the users really enjoy, you might do a few rounds of user testing for your VR application. So please, leave enough time for this as it is often more complicated than you think. It involves planning, recruitment, receiving participants, getting them to try your VR game, collecting all the qualitative and quantitative data you need, and finally, doing some analysis on the data you collect so you understand what has worked and what has not. Sometimes, you can't really decide between two different methods you want to use in your game, maybe teleporting or work in place. In this case, you would want each user to try both methods. But in order to really get an unbiased opinion from each user, you will have to get half the users to try method one first followed by method two, and the other half, method two followed by method one. It is worth mentioning that, generally speaking, there are two types of data you may wish to collect, quantitative data and qualitative data. Quantitative data are normally numbers you can get from questionnaires or users task performances. For instance, you can measure how quickly users finish the task, How many enemies they manage to kill, or how much they enjoy the experience, on a maybe 1-5 scale. Quantitative data are useful to give an objective summary of your findings, especially when you are comparing two different methods or two different versions of your game. Qualitative data are in a format of texts, interviews, or video clips you record. These are useful to give a more subjective summary of your games, and help to give insights on what exactly to do to improve it. You can ask users if there were times they felt the experience was very real, or things that broke the illusion and reminded them of the real world. We talked about using evaluation in other courses in this specialization. Please take a look at those videos. Finally, you might want to fume your user testing and keep the video clips. They will be used for later for you to either understand a bit more of what happened, or why you want to make a promotional video of your game. If you plan to do that, do remember to get consent from your participants beforehand.