As a Graduate Research Assistant for the VR Starter Kit project, I wore multiple hats to drive the initiative forward:
UX Researcher
Conducted user studies to uncover pain points in VR onboarding.
Analysed feedback to identify key opportunities for improvement.
Developed testing protocols to validate our solutions.
UX Designer
Created intuitive interfaces for first-time VR users.
Designed multi-modal learning materials (video/audio/text/visual).
Prototyped and iterated on onboarding flows.
Product Coordinator
Bridged gaps between research insights and practical design solutions.
Managed timelines and deliverables for the starter kit.
Data Analyst
Synthesised qualitative and quantitative user data.
Translated findings into actionable design improvements.
Measured success metrics for each iteration.
Accessibility Advocate
Ensured solutions worked for diverse learning styles.
Championed cognitive load reduction in all designs.
Implemented universal design principles.
Why This Experience Matters:
This hands-on leadership role gave me a 360° view of creating user-centered VR solutions - from initial research to final implementation.
Here's the thing about VR, everyone talks about its amazing possibilities, but nobody mentions how frustrating it can be to actually use. We learned this firsthand when Pratt gave us five Meta Quest 2 headsets with a simple challenge:
"Help students use these for creative work."
Sounds exciting, right? Until you actually try to:
Navigate clunky menus while wearing a headset.
Figure out controllers that don't feel intuitive.
Struggle through tutorials that explain everything except what you need.
We quickly realised: VR's biggest barrier isn't the technology—it's the user experience.
Issue 1
Navigation issues for first-time users in 3D Space:
Many first-time users face difficulties with spatial navigation, movement control, and interaction with virtual objects in a 3D environment.
Issue 2
Cognitive Overload
First-time users can feel overwhelmed by the virtual environment's complexity, leading to sensory overload or confusion from too many elements at once.
Issue 3
Navigating through technical issues
First-time VR users may need troubleshooting due to: Unfamiliar Technology Common Issues (e.g., connectivity or tracking errors), Sensory Overload, Limited Experience, Unmet Expectations, Varied Skill Levels.
To overcome these challenges, we built a website-"VR Starter Kit", that transforms frustration into curiosity and sparks discovery.
Our mission? To make VR easier to explore and more exciting for creatives by asking:
How can we inspire creatives to embrace VR with enthusiasm?
To achieve this, we followed the Human-Centered Design Thinking Process, ensuring that every step focuses on the needs and experiences of users.
Engaged over 50 students in the research
1. The Power of Multi-Modal Design: I discovered just how vital it is to support different learning styles. By blending video, audio, text, and visuals, we created experiences that truly meet users where they are. This wasn't just helpful, it transformed how we design every interaction.
2. Smarter Onboarding = Better First Impressions: Testing different onboarding approaches taught me how to:
Guide new users without overwhelming them.
Present complex tech in simple, engaging ways.
Turn initial confusion into confidence.
3. Keeping It Simple (But Not Dumb): VR can easily overwhelm new users. I learned to:
Break down tasks into natural steps.
Remove unnecessary complexity.
Create flows that feel intuitive, not exhausting.
4. Thinking Like a Problem-Solver: This project sharpened my ability to:
Spot what works (and what doesn't).
Understand the "why" behind user struggles.
Turn every challenge into a chance to improve.
5. Levelling Up my VR Skills: Beyond design, we gained hands-on experience with:
Current VR tools and hardware.
How technical limits shape user experience.
What really makes VR interactions succeed.