Abstract
This paper presents an integrated approach to explore human factors in the craft sector. The embedded use case consists of craft workshops being 3D-modelled and simulated so that different scheduling rules can be deployed. The connected VR visualization allows craft professionals to experience scheduling rules and their impact on different performance measurements in an environ-ment intuitively resembling their actual workshops. The lessons learned from the simulation modelling are collected and presented. A modular approach appears to be beneficial for simulation modelling, offering flexibility and pragmatism but detail when needed. Apart from this anecdotal evidence, the study is accompanied by interviews. These are analyzed based on abduction grounded theory which combines a strong focus on the actual corpus of qualitative data but considers theoretical foundations, when appropriate. This paper presents the study design, and how it interties with the research approach and the use case of simulation and virtual reality for carpentries.