OVERVIEW
PROJECT BRIEF
After the COVID-19 pandemic, the virtual interaction landscape has become crowded with tools like Zoom, multiplayer games, and group video calls. This saturation challenges us to envision a new way forward – a hybrid environment that seamlessly combines physical and virtual elements.
MY ROLE
UX Research
UX Design
TIME FRAME
2 months
COLLABORATION
We are team ‘Clover’
A team of four.
TOOLS
Figma
Miro
Visual Design
PROBLEM
How can we redefine the experience of social interactions in a post-pandemic world, with emerging technologies like VR, AR, XR, and holographic projection?
OUR VIRTUAL SOLUTION
A mobile application that combines immersive educational experiences with social interactions, enabling users to connect, learn, and engage with peers and resources in a complete VR environment, regardless of their physical locations
A SNEAK PEAK
DESIGN PROCESS
Discover
Define
Design
Deliver
DISCOVER
SECONDARY RESEARCH
We explored several emerging ways in which technology has influenced social interactions, both online and in-person. The common trends included Social Media, AI, and Virtual Reality.
Social Media
During the COVID-19 pandemic, over 3.6 billion people were using Facebook, making it the largest social network in the world.
Online Gaming
Online games not only connect players but also foster communication. For example, "PUBG" reached 1.4 billion downloads in 2023.
Virtual Reality
VRChat and Rec Room are popular VR platforms where users can interact in virtual environments. They host events, meetings, and social gatherings.
Upon exploring various trends, we recognized the incredible potential of Virtual Reality (VR) in shaping the future of social interactions. Motivated by this insight, we decided to dive deeper into the world of VR.
Some of the domains of VR that piqued our interest:
VR in Games
VR in Education
VR in Workplace
VR in Interactions
USER INTERVIEWS
We conducted two interview rounds. In these interviews, participants expressed a strong interest in VR interactions, particularly for enhancing long-distance communication with friends and family, believing it could improve the quality of interactions.
The insights we found in the interviews:
Users prefer social media texting and calling their loved ones and feel that it has become more accessible to stay in touch with them because of the easy calling.
Users were enthusiastic about having a VR interaction and with the idea of interacting with friends who are in a distant location.
Users want an option to be able to select the activity and the location in the VR environment
Users also want the possibility of having professional meetings with activities in VR, such as whiteboard sessions, and group discussions.
Users want features in AR/VR interaction that simulate in-person interactions
DEFINE
USER PERSONAS
Based on interview insights, we've developed two user personas: one for a VR novice and the other for a VR enthusiast.
DESIGN
BRAINSTORMING
Our brainstorming session was very insightful and fun. We found many creative insights on the future of hybrid social interactions. The following are 50 different brainstorming ideas, which are diverse and vast.
DESIGN EXPLORATION
Following our brainstorming session, we have refined our ideas and selected the most feasible and viable features.
User Interaction
Integrate common user interactions that users are accustomed to from other virtual experiences.
Features
Design a virtual space for entertainment, education and workspace.
OUR VR PRODUCT
Experience
Unique and captivating user experience that immerses the user into a virtual world.
Social interactions
Facilitate group interactions and social events, providing a sense of community to users.
OUR FINAL SOLUTION
After thoroughly examining ideas stemming from brainstorming and market research, we finalized the concept of a VR chatroom product.
The VR chatroom product offers immersive social interactions and versatile experiences within the growing VR technology market. It provides advanced customization, graphics, low latency, and unique technical considerations for up-close visuals and motion interactions.
DELIVER
Our team worked on the ideas we got through brainstorming, developed a workflow, and drew basic sketches of how our product would look.
WIREFRAMING
Preliminary sketches
DIGITAL PROTOTYPING
After gathering all the sketches that we made, we jumped into prototyping the product. We sketched all the screens which cover primary user flow. Our static prototypes are as follows.
TESTING
We conducted a Cognitive Walkthrough, a usability evaluation method, where we examined the user's interaction with the system by simulating ten specific tasks. This approach allowed us to identify key insights and usability issues within the product's interface and user experience.
The key improvements
-
Environment categories are not visually clear
-
No point of return after the customization of environments
-
The preview does not seem inspectable to the user
-
End call screens do not provide a clear screen of the call being ended for members, hosts
DYNAMIC PROTOTYPE
Following a brainstorming session, we decided to create a design system that is visually appealing and well-suited for a virtual reality (VR) themed application while maintaining ease of use and accessibility. Our goal was to provide an intuitive and engaging user experience that appeals to the target audience while minimizing the cognitive load required to use the application.
DESIGN SYSTEM
INTRODUCING VRECONNECT
ONBOARDING
We've designed an engaging onboarding screen to immerse users in the mood of the virtual experience.
ENVIRONMENT CUSTOMIZATIONS
Users can customize the environment, including lighting, furniture, and setups, to suit their meeting requirements.
VISUAL DESIGNS
TAKEAWAYS
We had a great time, with some healthy arguments and creative differences, but we worked through them!
1
I experienced the value of collaborative teamwork. Each team member's expertise and contributions were essential in creating a cohesive and innovative product.
2
Our evaluations highlighted the importance of a visually appealing and user-friendly interface. The design system, aesthetics, and ease of use are crucial for user satisfaction.