Immersive Lobby - Player app

Complete redesign of an immersive environment for Virtual Reality Training

My role

Design manager and UX designer

Team

1 user researcher, 2 product designers, 1 product manager, 1 CG manager, 4 engineers

Context

This VR app contains all training modules and it lives on the VR headsets. Users go through this experience to access their training

Key takeaways from this case study

Hands on Leader

Led multiple efforts myself to get this project over the line, including prototyping unity behavior using code, and building the home environment in a 3D modeling package

Alignment

Evangelize and align multiple teams on my vision of a completely new player app, including Engineering, Product, CG and marketing

Process

My ability to breakdown high level efforts and delegate, communicate and facilitate execution on a complex project

1

User and Stakeholder Research

This tool's target audience is primarily blue-collar workers aiming for career advancement and higher earnings. They show little interest in VR and generally prefer alternative training methods. Our research revealed that their performance data did not align well with benchmarks set by traditional training. We identified three key pain points underlying this discrepancy.

Key pain points for our personas

Lack of Trust

Real concerns about headsets include risks of brain tumors, pupil scanning, and potential physical injuries from limited awareness of surroundings.

No Control

Complex controllers with over 10 buttons each, an unfamiliar UI, and a dark, abstract environment causing disorientation.

Unenjoyable

Frustrating, unintuitive interface, and bland visuals

Problem statement

Our Learners’ felt anxiety and confusion when training in VR, which led to reduced performance, resulting in inaccurate data

2

Design Strategy

Because of the above pain points, users weren’t interacting naturally in VR as expected. They were preoccupied with navigating an interface they found unenjoyable and untrustworthy, which distracted them from the training and led to unreliable performance data.

Our redesign aimed to foster natural user behavior, allowing them to focus solely on the training experience. Here’s how we addressed the three key pain points to accomplish this.

Key pain points for our personas

Establish Trust

Real concerns about headsets include risks of brain tumors, pupil scanning, and potential physical injuries from limited awareness of surroundings.

Give users Control

Complex controllers with over 10 buttons each, an unfamiliar UI, and a dark, abstract environment causing disorientation.

Generate Delight

Frustrating, unintuitive interface, and bland visuals

I broke those down to two areas: the virtual environment; which needed to feel comfortable and warm, and the UI; which needed to be intuitive and familiar

3

Virtual Environment

The main goal here was to establish control and delight. This environment is the first thing they see when they put the headset on, and it has to be non-threatening, familiar, and warm. We needed to establish a sense of comfort and awe so users look forward to spending time in the headsets as opposed to dreading it.

The environment needed to...
1. Be a warm inviting home
2. Have three sections: Train (that held their assigned training), Explore (where they experience VR experiences and get more comfortable with it), and Perform (Where they can see the immediate value they are getting from this training).
3. Be easy to navigate between sections
3. Be customizable by our customers, and scalable as we add new features / Sections

The design team prototyped a simple model of the house, and worked with engineering to try three different modes of navigation (see images above). After user testing, the clear winner was chosen and we moved to create a mockup of the space to show to stakeholders and the leadership team for approval

4

Communicating the vision to the leadership team

To get the resources we needed to build this virtual home, the design team modeled and decorated a mockup of how it might look, to better communicate our vision to the leadership team. After the approval, these mockups also served engineers as they built production functionality, and the CG team as they built the final house model.

Note:

These visuals are mock ups only. They were created to demonstrate what the vision for the environment is, and to highlight key features to the leadership team. Final UI below

5

UI wireframes, and simplification

The main goal for the UI was to establish control. So users felt like they are controlling the system, not the other way round. This was achieved with three key guidelines:

1. Dark mode for acclimationscreens (reduces distraction by the environmnet), Light mode for main UI
2. One level of nesting, to simplify navigation
3. Information on request, to reduce UI elements viewers are seeing at any time
4. One button for all interactions

6

Putting it all together

After an arduous three months of ideation, iteration, testing and building, I managed to lead the design and CG teams and work closely with PMs and engineering leads to reach the final result of the player home environment. It was a huge effort that everyone was proud of launching.

7

Results

Customer support calls decreased by more than 40% - Learners knew how to navigate the interface without help
Average NPS scores for the player app increased from 5 to 8.5 - Indicates that users are finally enjoying VR, and see value in the training
Training data aligned with the benchmarks set for similar training in 2D - Indicates that the learners were behaving more naturally in VR
More than 60% increase in monthly active users - Due to the explore and perform sections, and better IXD

8

Learnings and Improvements

Overall, the results show that this project was a big success. Customers and users loved it, and internal teams felt like this took Strivr's product quality to a level it hadn't reached before. But there's always room for improvement, and given more time and resources, here are a few things we could've improved

Outsourcing

None of the designers or anyone on this project is an interior designer or sound designer. Given more resources we could've had professionals design the house and sound design to take this to the next level

UI Transitions

While we had key transitions in, like expanding course cards, we didn't have enough time to explore this from a technical and design perspective. It could have added a bit more polish to the final product

Detail

With more time, we could've made the house feel more lived by adding more detail in the interior. For the UI, we could've given the panels a slightly warmer tint to make it fit into the space more convincingly with the sunset lighting

9

My key contributions

As a design leader, my role was to guide the team and ensure that my proposals were implemented. This involved aligning stakeholders, validating designs with users, and creating space for CG artists, engineers and designers to prioritize the project to meet the deadline. It required strong communication and interpersonal skills, along with a clear vision and a solid implementation plan.

Forgiveness and visibility

Defined the Explore and perform sections, and evangelized their value to the product and leadership teams in directly impacting the pain points

Team building

Took on a lot of the 3D modeling mockups, and trained designers to use these tools by running 3 all day workshops

Implementation plan

Defined all major milestones and worked with product and Engineering teams to ensure implementation in a timely manner, and having alignment throughout

Note:

A more detailed case study is available upon request. This page is to highlight important parts of my work as a hands-on manager