What Pratt Students Don’t Know About VR (But Should!)

What Pratt Students Don’t Know About VR (But Should!)

How we turned VR Into every Pratt design student’s new favourite tool in just 16 weeks (No headset frustration allowed!)

#VirtualReality #OnboardingTutorials #UXResearch #WebsiteDesign #UsabilityTesting

Client

Pratt Institute

Client

Pratt Institute

Tools

Figma, Miro, Google sites, Meta Quest 2

Tools

Figma, Miro, Google sites, Meta Quest 2

Duration

October 2023 - February 2024 (16 Weeks)

Duration

October 2023 - February 2024 (16 Weeks)

Core Team

2 Graduate assistants, 1 Guiding Professor

Core Team

2 Graduate assistants, 1 Guiding Professor

Methodology

Interviews, Contextual Inquiry, Usability Testing, A/B testing, Journey Mapping, Parallel Design, Think-Aloud Protocol

Methodology

Interviews, Contextual Inquiry, Usability Testing, A/B testing, Journey Mapping, Parallel Design, Think-Aloud Protocol

What Pratt Students Don’t Know About VR (But Should!)

What Pratt Students Don’t Know About VR (But Should!)

How we turned VR Into every Pratt design student’s new favourite tool in just 16 weeks (No headset frustration allowed!)

#VirtualReality #OnboardingTutorials #UXResearch #WebsiteDesign #UsabilityTesting

#VirtualReality #OnboardingTutorials #UXResearch #WebsiteDesign #UsabilityTesting

Year

September - December 2024 (12 weeks)

Core Team

2 Graduate assistants, 1 Guiding Professor

Services

Interviews, Contextual Inquiry, Usability Testing, A/B testing, Journey Mapping, Parallel Design, Think-Aloud Protocol

Methodology

Interviews, Contextual Inquiry, Usability Testing, A/B testing, Journey Mapping, Parallel Design, Think-Aloud Protocol

Client

Pratt Institute

Client

Pratt Institute

Duration

October 2023 - February 2024 (16 Weeks)

Duration

October 2023 - February 2024 (16 Weeks)

Tools

Figma, Miro, Google sites, Meta Quest 2

Tools

Figma, Miro, Google sites, Meta Quest 2

My Role & Responsibilities

My Role & Responsibilities

My Role & Responsibilities

As a Graduate Research Assistant for the VR Starter Kit project, I wore multiple hats to drive the initiative forward:

  1. 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.

  1. 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.

  1. Product Coordinator

  • Bridged gaps between research insights and practical design solutions.

  • Managed timelines and deliverables for the starter kit.

  1. Data Analyst

  • Synthesised qualitative and quantitative user data.

  • Translated findings into actionable design improvements.

  • Measured success metrics for each iteration.

  1. 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.

The Problem: VR's Potential vs. Reality

The Problem: VR's Potential vs. Reality

The Problem: VR's Potential vs. Reality

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.

Why VR Matters & What’s Holding It Back

Why VR Matters & What’s Holding It Back

  • Stuck in the "Gaming Only" Mindset: VR isn’t just for gaming—it could transform education, design, healthcare, and more. But here’s the problem: most people still see it as just a gaming gadget.

    When we asked Pratt students, "Have you used VR for anything besides gaming?" the answers were eye-opening:

Only 5% of students had used VR for more than gaming.

Another 10% had tried it – but only for games.

And a whopping 85% had never even put on a headset!

  • The Tech Isn’t There Yet: We handed students Meta Quest 2 headsets and said, "Go explore!" The result? Total confusion.

    1. Every single participant got stuck immediately—no one could navigate without help.

    2. Basic tasks were a struggle: setting boundaries, using controllers, even finding apps felt like solving a puzzle.

    3. Final verdict? 100% found VR frustrating without guidance.

  • Why This Matters: Right now, VR is hard to use, unintuitive, and glitchy—like learning a complicated new gadget from scratch. Some push through, but most give up too soon because:

    1. It takes too much time & patience to master.

    2. Finding the right tools feels like trial and error.

    3. Early frustrations make people quit before seeing VR’s real value.

    Imagine if we fixed this and made VR onboarding process smoother, more accessible, and easier to use, students and creators could focus on innovation—not tech struggles. The potential is huge. We just have to make VR work for everyone.

Why VR Matters & What’s Holding It Back

Why VR Matters & What’s Holding It Back

  • Stuck in the "Gaming Only" Mindset: VR isn’t just for gaming—it could transform education, design, healthcare, and more. But here’s the problem: most people still see it as just a gaming gadget.

    When we asked Pratt students, "Have you used VR for anything besides gaming?" the answers were eye-opening:

  • The Tech Isn’t There Yet: We handed students Meta Quest 2 headsets and said, "Go explore!" The result? Total confusion.

    1. Every single participant got stuck immediately—no one could navigate without help.

    2. Basic tasks were a struggle: setting boundaries, using controllers, even finding apps felt like solving a puzzle.

    3. Final verdict? 100% found VR frustrating without guidance.

  • Why This Matters: Right now, VR is hard to use, unintuitive, and glitchy—like learning a complicated new gadget from scratch. Some push through, but most give up too soon because:

    1. It takes too much time & patience to master.

    2. Finding the right tools feels like trial and error.

    3. Early frustrations make people quit before seeing VR’s real value.

    Imagine if we fixed this and made VR onboarding process smoother, more accessible, and easier to use, students and creators could focus on innovation—not tech struggles. The potential is huge. We just have to make VR work for everyone.

Getting to the Root of VR's Usability Problem

Getting to the Root of VR's Usability Problem

Only 5% of students had used VR for more than gaming.

Another 10% had tried it – but only for games.

And a whopping 85% had never even put on a headset!

Key Pain Points:

We wanted to dive deeper to understand: Why is VR so frustrating to use? So we went straight to the source - observing real users and listening to their struggles.

Through contextual inquires and in-depth interviews with 16 students, we uncovered the pain points that make VR navigation such a headache.

Getting to the Root of VR's Usability Problem

Getting to the Root of VR's Usability Problem

We wanted to dive deeper to understand: Why is VR so frustrating to use? So we went straight to the source - observing real users and listening to their struggles.

Through contextual inquires and in-depth interviews with 16 students, we uncovered the pain points that make VR navigation such a headache.

Key Pain Points:

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.

Our Solution: VR Starter Kit for Designers

Our Solution: VR Starter Kit for Designers

Our Solution: VR Starter Kit for Designers

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. What is the most inspiring format for the starter kit:

In order to understand…

We put three different website formats to the test to see what really clicks with new VR users:

We put three different website formats to the test to see what really clicks with new VR users:

We built prototypes on each platform and ran A/B tests with students.

The clear winner? Google Sites emerged as the preferred choice because:

Felt instantly familiar - Lower learning curve.
Worked seamlessly - Less technical friction.
Delivered content clearly - Straightforward navigation.

This hands-on testing proved that sometimes, the simplest solution works best – especially when introducing complex tech like VR.

We tested 22 different VR apps available on Meta store, and identified the 5 most inspiring ones that provided students with focused tasks based on their inspiration and learning curves.

  1. What types of VR experiences inspire trust, optimism, and enthusiasm?

We carefully selected these five applications to showcase VR’s true potential while setting realistic expectations for new users:

1. Instant Presence – Richie's Plank Experience

  • Demonstrates how quickly VR can trick your brain into feeling "really there."

  • Proves that immersion doesn’t require photorealistic graphics.

2. Emotional Impact – Calm (Liminal App)

  • Shows how VR can intentionally influence emotions.

  • Highlights the power of atmospheric experiences.

3. Multi-Sensory Engagement – Awe (Liminal App)

  • Goes beyond visuals to create full-body experiences.

  • Proves that VR stimulates more than just sight.

4. Virtual Travel – Brink Traveler

  • Transports users to stunning real-world locations.

  • Demonstrates how VR can make distant places feel accessible.

5. Creative Freedom – Tilt Brush

  • Turns empty space into a 3D canvas for limitless creativity.

  • Showcases how VR enables new forms of artistic expression.

Why These Experiences Matter?

✓ Each shows something unique about VR.
✓ All are easy for beginners to try.
✓ Helps people understand VR isn't just games.
✓ Creates "wow" moments that help people "get" VR.

This mix helps new users quickly see what makes VR different and exciting! These experiences are simple to start but impactful enough to showcase VR's real potential beyond gaming.

  1. How do we make the kit feel seamless and easy to use? 

To create a truly user-friendly experience, we tested three types of instructions to see what works best:

  1. Video Guides - Quick visual demonstrations that show exactly what to do.

  2. Image Guides - Simple step-by-step pictures for easy reference.

  3. Text Instructions - Clear written directions for those who prefer to read.

By combining all three formats, we ensured every learner - no matter their preferred style - could get started with confidence.

Key Benefits:
• Caters to different learning preferences.
• Reduces frustration with multiple ways to understand.
• Makes first-time setup feel effortless.

This multimodal approach removes the guesswork and lets users focus on experiencing VR, not figuring it out.

We noticed students were using all three instruction types (video, images, and text), but something still didn't feel completely effortless. That "aha" moment came when we realised:

Sometimes you just need to be told what to do - especially when your hands are holding controllers!

So we added voice-guided instructions to complete the package. Now learners can:

• Listen while doing - no more awkward pausing to read.
• Get real-time guidance without breaking immersion.
• Choose how they learn - watch, read, look, or now just listen.

This final piece helped create that truly "just works" experience we were aiming for.

In order to understand…

1. What is the most inspiring format for the starter kit:

We put three different website formats to the test to see what really clicks with new VR users:

We built prototypes on each platform and ran A/B tests with students.

The clear winner? Google Sites emerged as the preferred choice because:

Felt instantly familiar - Lower learning curve.
Worked seamlessly - Less technical friction.
Delivered content clearly - Straightforward navigation.

This hands-on testing proved that sometimes, the simplest solution works best – especially when introducing complex tech like VR.

  1. What types of VR experiences inspire trust, optimism, and enthusiasm?

We tested 22 different VR apps available on Meta store, and identified the 5 most inspiring ones that provided students with focused tasks based on their inspiration and learning curves.

We carefully selected these five applications to showcase VR’s true potential while setting realistic expectations for new users:

1. Instant Presence – Richie's Plank Experience

  • Demonstrates how quickly VR can trick your brain into feeling "really there."

  • Proves that immersion doesn’t require photorealistic graphics.

2. Emotional Impact – Calm (Liminal App)

  • Shows how VR can intentionally influence emotions.

  • Highlights the power of atmospheric experiences.

3. Multi-Sensory Engagement – Awe (Liminal App)

  • Goes beyond visuals to create full-body experiences.

  • Proves that VR stimulates more than just sight.

4. Virtual Travel – Brink Traveler

  • Transports users to stunning real-world locations.

  • Demonstrates how VR can make distant places feel accessible.

5. Creative Freedom – Tilt Brush

  • Turns empty space into a 3D canvas for limitless creativity.

  • Showcases how VR enables new forms of artistic expression.

Why These Experiences Matter?

✓ Each shows something unique about VR.
✓ All are easy for beginners to try.
✓ Helps people understand VR isn't just games.
✓ Creates "wow" moments that help people "get" VR.

This mix helps new users quickly see what makes VR different and exciting! These experiences are simple to start but impactful enough to showcase VR's real potential beyond gaming.

  1. How do we make the kit feel seamless and easy to use? 

To create a truly user-friendly experience, we tested three types of instructions to see what works best:

  1. Video Guides - Quick visual demonstrations that show exactly what to do.

  2. Image Guides - Simple step-by-step pictures for easy reference.

  3. Text Instructions - Clear written directions for those who prefer to read.

By combining all three formats, we ensured every learner - no matter their preferred style - could get started with confidence.

Key Benefits:
• Caters to different learning preferences.
• Reduces frustration with multiple ways to understand.
• Makes first-time setup feel effortless.

This multimodal approach removes the guesswork and lets users focus on experiencing VR, not figuring it out.

We noticed students were using all three instruction types (video, images, and text), but something still didn't feel completely effortless. That "aha" moment came when we realised:

Sometimes you just need to be told what to do - especially when your hands are holding controllers!

So we added voice-guided instructions to complete the package. Now learners can:

• Listen while doing - no more awkward pausing to read.
• Get real-time guidance without breaking immersion.
• Choose how they learn - watch, read, look, or now just listen.

This final piece helped create that truly "just works" experience we were aiming for.

Going the Extra Mile: Smarter Troubleshooting

We noticed most VR guides only solve the obvious problems - so we fixed that. Our tutorials specifically target those "Wait, why is this happening?" moments that frustrate new users.

Here's how we help:

  1. Fix the little things - From controller quirks to tracking glitches, we cover what others ignore.

  2. VR First-Aid Kit - Solutions for issues you're likely to hit, not just the easy ones.

  3. Why + How - We explain why problems happen so you actually understand the fix.

Because nothing ruins the magic of VR faster than "I'll just Google this..."

Going the Extra Mile: Smarter Troubleshooting

We noticed most VR guides only solve the obvious problems - so we fixed that. Our tutorials specifically target those "Wait, why is this happening?" moments that frustrate new users.

Here's how we help:

  1. Fix the little things - From controller quirks to tracking glitches, we cover what others ignore.

  2. VR First-Aid Kit - Solutions for issues you're likely to hit, not just the easy ones.

  3. Why + How - We explain why problems happen so you actually understand the fix.

Because nothing ruins the magic of VR faster than "I'll just Google this..."

Impact Created

Impact Created

Impact Created

We launched the VR Starter Kit after testing with 50+ students—in classrooms and 1:1 sessions—and kept improving it based on their feedback. The results spoke for themselves:

  • 100% said it expanded their view of VR (beyond just gaming!).

  • 85% would recommend it to other designers.

  • 70% left inspired to design in VR.

What Users Loved:
“The tutorial videos saved me—I’d have been lost without them!”
“Super intuitive! I could navigate the site without even thinking.”
“The audio guides were genius—I could learn hands-free while in VR!”

Why It Worked:

  • No confusion → Clear, step-by-step guidance

  • No frustration → Easy navigation, even for first-timers

  • No limits → Multiple learning styles (video, audio, text, images)

Impact in a Nutshell: We turned VR from “Where do I even start?” to “I can’t wait to create with this!”

We launched the VR Starter Kit after testing with 50+ students—in classrooms and 1:1 sessions—and kept improving it based on their feedback. The results spoke for themselves:

  • 100% said it expanded their view of VR (beyond just gaming!).

  • 85% would recommend it to other designers.

  • 70% left inspired to design in VR.

What Users Loved:
“The tutorial videos saved me—I’d have been lost without them!”
“Super intuitive! I could navigate the site without even thinking.”
“The audio guides were genius—I could learn hands-free while in VR!”

Why It Worked:

  • No confusion → Clear, step-by-step guidance

  • No frustration → Easy navigation, even for first-timers

  • No limits → Multiple learning styles (video, audio, text, images)

Impact in a Nutshell: We turned VR from “Where do I even start?” to “I can’t wait to create with this!”

Key learnings from my VR design journey

Key learnings from my VR design journey

Key learnings from my VR design journey

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.