
Fictive Reality
VR design
Visual design
Design system
Design sprints
Brand design
Prototyping
User flows
Workshop facilitation
User testing
Agile development
Hi-fi prototying
Hi-fi prototying

Fictive Reality
VR design
Visual design
Design system
Design sprints
Brand design
Prototyping
User flows
Workshop facilitation
User testing
Agile development
Hi-fi prototying
Hi-fi prototying

Fictive Reality
VR design
Visual design
Design system
Design sprints
Brand design
Prototyping
User flows
Workshop facilitation
User testing
Agile development
Hi-fi prototying
Hi-fi prototying
Role
Design Manager
Time frame
2019 – 2020
Platform
VR and Web
Role
Design Manager
Time frame
2019 – 2020
Platform
VR and Web
Role
Design Manager
Time frame
2019 – 2020
Platform
VR and Web
The scope
Fictive Reality is a startup developing a gamified SaaS in VR for corporate soft skill training. Their product centered on a VR app that simulated dialogue roleplay exercises to enhance knowledge retention, supported by a web app where users could track their learning progress. When I joined, Fictive Reality was still in the early stages of product development. No designer had previously worked on the team, and there were no design guidelines or branding in place. The UI was entirely developer-created and varied significantly across platforms. The software itself was also relatively undefined, requiring further product development and a clearer overall vision.
Deliverables
As the first designer, I took ownership of UX, UI, and branding, areas that had not yet been addressed. Research and evaluation of the existing product revealed key areas for improvement and clarified the current challenges. With limited VR design experience, thorough research was essential to establish effective UX and UI guidelines. To align with the company’s vision and tone, I led workshops and design sprints with stakeholders, resulting in a cohesive design system and brand identity. Using these assets and insights, I designed interfaces for both the VR and web apps, and continued iterating based on user testing to further refine the product.
The scope
Fictive Reality is a startup developing a gamified SaaS in VR for corporate soft skill training. Their product centered on a VR app that simulated dialogue roleplay exercises to enhance knowledge retention, supported by a web app where users could track their learning progress. When I joined, Fictive Reality was still in the early stages of product development. No designer had previously worked on the team, and there were no design guidelines or branding in place. The UI was entirely developer-created and varied significantly across platforms. The software itself was also relatively undefined, requiring further product development and a clearer overall vision.
Deliverables
As the first designer, I took ownership of UX, UI, and branding, areas that had not yet been addressed. Research and evaluation of the existing product revealed key areas for improvement and clarified the current challenges. With limited VR design experience, thorough research was essential to establish effective UX and UI guidelines. To align with the company’s vision and tone, I led workshops and design sprints with stakeholders, resulting in a cohesive design system and brand identity. Using these assets and insights, I designed interfaces for both the VR and web apps, and continued iterating based on user testing to further refine the product.
The scope
Fictive Reality is a startup developing a gamified SaaS in VR for corporate soft skill training. Their product centered on a VR app that simulated dialogue roleplay exercises to enhance knowledge retention, supported by a web app where users could track their learning progress. When I joined, Fictive Reality was still in the early stages of product development. No designer had previously worked on the team, and there were no design guidelines or branding in place. The UI was entirely developer-created and varied significantly across platforms. The software itself was also relatively undefined, requiring further product development and a clearer overall vision.
Deliverables
As the first designer, I took ownership of UX, UI, and branding, areas that had not yet been addressed. Research and evaluation of the existing product revealed key areas for improvement and clarified the current challenges. With limited VR design experience, thorough research was essential to establish effective UX and UI guidelines. To align with the company’s vision and tone, I led workshops and design sprints with stakeholders, resulting in a cohesive design system and brand identity. Using these assets and insights, I designed interfaces for both the VR and web apps, and continued iterating based on user testing to further refine the product.
Design of the Web app for desktop and mobile, in light and dark mode.
01
Considering the Ergonomy
Designing UX and UI for VR differs significantly from 2D screens, as there are additional ergonomic and spatial factors to consider. Key considerations included:
The head and eye movements must be accommodated to avoid unnecessary strain.
Too bright colours are straining to the eyes.
Distancing and sizing of objects must be considered to make the 3D space feel natural and comfortable.
Movements of objects must be considered to prevent motion/VR sickness.
Typing in VR was also a challenge. Using the Oculus Go, all inputs were point-and-click, making tasks like entering emails tedious. To reduce these pain points, features such as automatic data fetching and dropdown suggestions were implemented wherever user input was required.
01
Considering the Ergonomy
Designing UX and UI for VR differs significantly from 2D screens, as there are additional ergonomic and spatial factors to consider. Key considerations included:
The head and eye movements must be accommodated to avoid unnecessary strain.
Too bright colours are straining to the eyes.
Distancing and sizing of objects must be considered to make the 3D space feel natural and comfortable.
Movements of objects must be considered to prevent motion/VR sickness.
Typing in VR was also a challenge. Using the Oculus Go, all inputs were point-and-click, making tasks like entering emails tedious. To reduce these pain points, features such as automatic data fetching and dropdown suggestions were implemented wherever user input was required.
01
Considering the Ergonomy
Designing UX and UI for VR differs significantly from 2D screens, as there are additional ergonomic and spatial factors to consider. Key considerations included:
The head and eye movements must be accommodated to avoid unnecessary strain.
Too bright colours are straining to the eyes.
Distancing and sizing of objects must be considered to make the 3D space feel natural and comfortable.
Movements of objects must be considered to prevent motion/VR sickness.
Typing in VR was also a challenge. Using the Oculus Go, all inputs were point-and-click, making tasks like entering emails tedious. To reduce these pain points, features such as automatic data fetching and dropdown suggestions were implemented wherever user input was required.



Screenshot of the UI in the VR lobby.
02
Defining the Look-and-Feel
Establishing a strong company branding early is crucial, as it saves time later when values and tone of voice are clearly defined. When I joined, the company lacked a clear vision and had not fully defined its product, so I focused first on design research before tackling the visual elements. Mapping user flows and journeys, empathizing with users, and running workshops with stakeholders were all essential to creating a design language the owners could be proud of. Since the product was a learning program, stakeholders wanted a visual identity that was vibrant and soft, balancing the more serious aspects of the content. As Don Norman said, “Attractive things work better.”
02
Defining the Look-and-Feel
Establishing a strong company branding early is crucial, as it saves time later when values and tone of voice are clearly defined. When I joined, the company lacked a clear vision and had not fully defined its product, so I focused first on design research before tackling the visual elements. Mapping user flows and journeys, empathizing with users, and running workshops with stakeholders were all essential to creating a design language the owners could be proud of. Since the product was a learning program, stakeholders wanted a visual identity that was vibrant and soft, balancing the more serious aspects of the content. As Don Norman said, “Attractive things work better.”
02
Defining the Look-and-Feel
Establishing a strong company branding early is crucial, as it saves time later when values and tone of voice are clearly defined. When I joined, the company lacked a clear vision and had not fully defined its product, so I focused first on design research before tackling the visual elements. Mapping user flows and journeys, empathizing with users, and running workshops with stakeholders were all essential to creating a design language the owners could be proud of. Since the product was a learning program, stakeholders wanted a visual identity that was vibrant and soft, balancing the more serious aspects of the content. As Don Norman said, “Attractive things work better.”



A snippet of the design system and UI guidelines created for Fictive Reality.



Gif of the logotype, showing how it combines a chat bubble with VR goggles.
