When I joined Meta in 2025, the developer tools org had almost no dedicated UXR coverage. A Workplace post from the performance team had explicitly called for research — not as a courtesy, but because product decisions were being made without it. Both new and experienced creators and developers use profiling and simulation tools to build, test, and optimize VR, MR, and 2D applications. Key pain points had been named anecdotally: inconsistent terminology across tools, steep learning curves, no actionable guidance, simulators that couldn’t keep pace with what creators actually needed. But no one had synthesized what was known, mapped the competitive landscape, or run primary research in this space at Meta before.
XR Simulator 2.0 was launching in December 2025. A major hardware generation was coming. The question wasn’t whether these tools mattered — they did. The question was which of Meta’s existing positions were worth building on, which were liabilities, and what the next hardware generation would expose before the team had time to fix it. I had weeks, not months.
Two developer personas anchored the research across all three studies. They weren’t demographic categories. They were different relationships to the tools.
An experienced Unity developer who addresses performance during the Test and Optimize stages. Uses OVR Metrics for real-time monitoring, then moves to deeper tools when something is wrong. Values speed and doesn’t have time to re-learn an interface mid-sprint.
An Android developer adapting mobile apps for MR. Motivated by revenue and audience growth, but hard to attract and easy to lose to fragmentation and monetization uncertainty. Uses performance tools at two moments: making a 2D app MR-compatible, and preparing to publish.
The distinction matters because the tool that works for Persona 01 (RenderDoc, Perfetto) is the tool that fails Persona 02, and vice versa. A research question framed at the level of "how do developers use profiling tools" misses this entirely.