The Project

The concept design of the XR Experience Gallery. The XR Experience Gallery is a virtual reality space that presents XR professionals with an opportunity to showcase their XR creations with the broader XR community.

The XR Experience Gallery would be part of a larger product offering called the XR Creative Hub. The XR Creative Hub would be a virtual (members only) hub where XR creative experts and professionals can connect and network with others, as well as share works with others for feedback and professional opportunities.

My Role

I was the the sole designer and producer on this project. This responsibility covered conceptual design, storyboarding, user journey mapping, designing visual assets, prototyping in Unity, creation of the onboarding tutorial using Adobe XD, documentation, and presentation.

Design Process

Competitive Analysis

I looked extensively at Mozilla Hub, the Museum of Other Realities and the Tribeca Immersive for better understanding of how virtual reality is currently being used for connection, networking and content sharing. I also observed the types of interactions possible at the Tribeca Immersive and the Museums of Other Realities and compared them to the physical interactions at film festival and museum exhibitions.

User Journey Mapping and Storyboarding

From the insight gleaned from my competitive analysis, I was able to map out a user journey and storyboard the experience.

Prototyping

Iteration 1

The goal of the first iteration was to prototype and test the movement techniques (the core interaction mechanism of the experience). Intuitive movement and self-paced exploration of the gallery were fundamental for creating a functional experience. Therefore, both continuous movement and teleportation were prototyped.

Continuous movement allowed for a more natural movement and slower exploration of the gallery. It also caused motion sickness and disorientation

Teleportation allowed for a faster and more effortless movement around the gallery. Although it did not have negative proprioceptive effect, it was less immersive.

Iteration 2

The goal of the second iteration was to refine the core movement mechanism and explore visual design. Based on feedback from the first iteration, the speed of the continuous movement was adjusted and the snap turn was decided as the turning mechanism. In addition, polished visual assets were added to the design for users to better visualize the aesthetic of the gallery space. 

The Outcome

User Journey Map

1. User arrives in the gallery and are onboarded

2. User decides on which section of the gallery to explore

3. User moves around the space exploring the exhibits

4. User enters into an XR world

5. User quits the experience returns to the gallery

6. User leaves the gallery

Onboarding Tutorial
Experience Walkthrough

Tools

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