Virtual reality is being used to aid in prototyping of advanced limb prostheses with anthropomorphic behavior and user training. A virtual version of a prosthesis and testing environment can be programmed to mimic the appearance and interactions of its real-world counterpart, but little is understood about how task selection and object design impact user performance in virtual reality and how it translates to real-world performance. To bridge this knowledge gap, we performed a study in which able-bodied individuals manipulated a virtual prosthesis and later a real-world version to complete eight activities of daily living. We examined subjects' ability to complete the activities, how long it took to complete the tasks, and number of attempts to complete each task in the two environments. A notable result is that subjects were unable to complete tasks in virtual reality that involved manipulating small objects and objects flush with the table, but were able to complete those tasks in the real world. The results of this study suggest that standardization of virtual task environment design may lead to more accurate simulation of real-world performance.