UX/UI | July 2020
Case Study
Inspirit VR
Partnered with Inspirit for a 40 hour project to design new features for avatar customization and managing multiplayer sessions for students.
Project Overview
Inspirit VR is an emerging computer software startup company whose objective is to transform STEM education for students K-12 using virtual reality technology. Their software can be used on VR platforms as well as desktops/laptops and mobile devices using virtual labs, simulations, and VR. I had the pleasure of partnering with Inspirit for a 40 hour project to design new features for avatar customization and managing multiplayer sessions for students.
Roles
Research, Visual Designer
Tools Used
Process
Project Goals
- Determine user flow(s) for a personal management tool for the user to create and customize their own avatar that simulates themselves so they are able to interact with their classmates completing modules.
- Establish a set of tools to start and manage a ‘multiplayer’ session.
Target User
- Students
- Ages 5 – 18
- In science classes
Timeline
- 40 hour project timeline
01. Research
To begin this project, I had to spend time reviewing what VR is and how 2D design translates to 3D design. I would like to highlight what I believe to be three critical points:
02. Heuristic Analysis
To understand more about VR, I compared three different platforms through a heuristic markup, writing my initial thoughts/emotions as I navigated the products as a first time user.
03. Design Audit
Used method to improve/help a product grow through offering usability and visual recommendations that can enhance the current user experience.
04. Ideate
Once all research and information was compiled it was time to brainstorming and crafting user flows and wireframes.
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