Mockup with a VR headset in the foreground and some of the style library for Fictive reality

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

Mockup with a VR headset in the foreground and some of the style library for Fictive reality

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

Mockup with a VR headset in the foreground and some of the style library for Fictive reality

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 that develops a gamified SaaS in VR for corporate soft skill training. During my employment, their product revolved around a VR app that simulated dialogue roleplay exercises with the purpose to enhance knowledge retention. This VR app was supported with a web app where the user could track their learning process. At the beginning of my employment, Fictive Reality was a very young company in the starting blocks of its product development. At that moment, no designer had worked on their team and as such there was no design guidelines or company branding in place. The UI at the time was entirely created by the developers and differed immensely between the different platforms. In addition to this, the software itself was still relatively undefined and needed more product development and a clearer definition.

Deliverables

As the first designer, I took ownership of UX, UI, and branding, as they had never been addressed before. Conducting research and evaluating the existing product provided insight into areas for improvement and an overview of the current challenges. Given my lack of experience in VR design, thorough research was essential to establish effective UX and UI guidelines. To ensure alignment with the company's tone and vision, I conducted workshops and design sprints with stakeholders, resulting in a proper design system and brand identity. Utilising the gathered research and developed assets, I created interfaces for both the VR and web app. Continuous iteration based on user testing was thereafter done to improve the product further.

The scope

Fictive Reality is a startup that develops a gamified SaaS in VR for corporate soft skill training. During my employment, their product revolved around a VR app that simulated dialogue roleplay exercises with the purpose to enhance knowledge retention. This VR app was supported with a web app where the user could track their learning process. At the beginning of my employment, Fictive Reality was a very young company in the starting blocks of its product development. At that moment, no designer had worked on their team and as such there was no design guidelines or company branding in place. The UI at the time was entirely created by the developers and differed immensely between the different platforms. In addition to this, the software itself was still relatively undefined and needed more product development and a clearer definition.

Deliverables

As the first designer, I took ownership of UX, UI, and branding, as they had never been addressed before. Conducting research and evaluating the existing product provided insight into areas for improvement and an overview of the current challenges. Given my lack of experience in VR design, thorough research was essential to establish effective UX and UI guidelines. To ensure alignment with the company's tone and vision, I conducted workshops and design sprints with stakeholders, resulting in a proper design system and brand identity. Utilising the gathered research and developed assets, I created interfaces for both the VR and web app. Continuous iteration based on user testing was thereafter done to improve the product further.

The scope

Fictive Reality is a startup that develops a gamified SaaS in VR for corporate soft skill training. During my employment, their product revolved around a VR app that simulated dialogue roleplay exercises with the purpose to enhance knowledge retention. This VR app was supported with a web app where the user could track their learning process. At the beginning of my employment, Fictive Reality was a very young company in the starting blocks of its product development. At that moment, no designer had worked on their team and as such there was no design guidelines or company branding in place. The UI at the time was entirely created by the developers and differed immensely between the different platforms. In addition to this, the software itself was still relatively undefined and needed more product development and a clearer definition.

Deliverables

As the first designer, I took ownership of UX, UI, and branding, as they had never been addressed before. Conducting research and evaluating the existing product provided insight into areas for improvement and an overview of the current challenges. Given my lack of experience in VR design, thorough research was essential to establish effective UX and UI guidelines. To ensure alignment with the company's tone and vision, I conducted workshops and design sprints with stakeholders, resulting in a proper design system and brand identity. Utilising the gathered research and developed assets, I created interfaces for both the VR and web app. Continuous iteration based on user testing was thereafter done to improve the product further.

Design of the Web app for desktop and mobile, in light and dark mode.

01

Considering the Ergonomy

Designing UX and UI for VR is quite different than designing for a 2D screen as there are so many more ergonomic factors to consider. The main differences however can be boiled down to:

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.

Moreover, typing in VR is a big nuisance. Since we used the headset model Oculus Go all inputs were made by point and click, which made typing in an email for example extremely tedious. In order to lessen these kinds of user pain points, it was proven to be important to implement features such as automatic data fetching and dropdown suggestions in the flow when inputs were needed.

01

Considering the Ergonomy

Designing UX and UI for VR is quite different than designing for a 2D screen as there are so many more ergonomic factors to consider. The main differences however can be boiled down to:

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.

Moreover, typing in VR is a big nuisance. Since we used the headset model Oculus Go all inputs were made by point and click, which made typing in an email for example extremely tedious. In order to lessen these kinds of user pain points, it was proven to be important to implement features such as automatic data fetching and dropdown suggestions in the flow when inputs were needed.

01

Considering the Ergonomy

Designing UX and UI for VR is quite different than designing for a 2D screen as there are so many more ergonomic factors to consider. The main differences however can be boiled down to:

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.

Moreover, typing in VR is a big nuisance. Since we used the headset model Oculus Go all inputs were made by point and click, which made typing in an email for example extremely tedious. In order to lessen these kinds of user pain points, it was proven to be important to implement features such as automatic data fetching and dropdown suggestions in the flow when inputs were needed.

Screenshot of the UI in the VR lobby.

02

Defining the Look-and-Feel

Establishing a company branding is extremely important as it saves a lot of time down the road if the right values and tone of voice is conveyed correctly early on. Since the company lacked a clear vision and hadn't fully defined their product at the start of my employment, I went through a lot of design research and work before sinking my teeth into the visual part. Defining user flows and journeys, empathising with users, having workshops with internal stakeholders, and more were imperative to be able to create a design language that the owners could be proud of. Since the product that was being developed was a learning program, the main wishes from stakeholders was to have a visual identity that was vibrant and soft in order to compensate for the boring aspects of the product. As Don Norman so beautifully stated: "Attractive things work better".

02

Defining the Look-and-Feel

Establishing a company branding is extremely important as it saves a lot of time down the road if the right values and tone of voice is conveyed correctly early on. Since the company lacked a clear vision and hadn't fully defined their product at the start of my employment, I went through a lot of design research and work before sinking my teeth into the visual part. Defining user flows and journeys, empathising with users, having workshops with internal stakeholders, and more were imperative to be able to create a design language that the owners could be proud of. Since the product that was being developed was a learning program, the main wishes from stakeholders was to have a visual identity that was vibrant and soft in order to compensate for the boring aspects of the product. As Don Norman so beautifully stated: "Attractive things work better".

02

Defining the Look-and-Feel

Establishing a company branding is extremely important as it saves a lot of time down the road if the right values and tone of voice is conveyed correctly early on. Since the company lacked a clear vision and hadn't fully defined their product at the start of my employment, I went through a lot of design research and work before sinking my teeth into the visual part. Defining user flows and journeys, empathising with users, having workshops with internal stakeholders, and more were imperative to be able to create a design language that the owners could be proud of. Since the product that was being developed was a learning program, the main wishes from stakeholders was to have a visual identity that was vibrant and soft in order to compensate for the boring aspects of the product. As Don Norman so beautifully stated: "Attractive things work better".

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

Gif of the fictive reality logotype, showing how the shape emulates both a chat bubble and VR goggles.

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

Let's create great things together

Feel free to connect with me on LinkedIn

Let's create great things together

Feel free to connect with me on LinkedIn

Let's create great things together

Feel free to connect with me on LinkedIn