



Sea of Dreams is still at a young stage with plenty of room to improve. One thing that I learned is that the perception of a designer might be clear in one’s head but it is always critical to how the user perceives the flow and design as a positive user experience.
Future Implementations
Implementing more advanced educational resources for the users to consume and communicate with.
Conduct user research to determine if an art marketplace would be a positive for users.
What I learned

The app allows users to experience the emerging technology of VR through the fingertips of a mobile device. The focus is on education and bringing cohesive communication to the artist and users.
The Impact
Takeaways

What I learned
The app allows users to experience the emerging technology of VR through the fingertips of a mobile device. The focus is on education and bringing cohesive communication to the artist and users.
The app allows users to experience the emerging technology of VR through the fingertips of a mobile device. The focus is on education and bringing cohesive communication to the artist and users.
The Impact
The Impact


User Persona


Goals
- Incorporate art work into the virtual gallery space
- Finding the right place to learn about the technology

Frustrations
- Not technology savvy
- Hard time navigating the digital space of VR
Frustrations
- Not technology savvy
- Hard time navigating the digital space of VR

Jill is a fine art painter who is interested in learning VR to curate and network her art work. Her background did not centered around using new technology to create art but is eager to make the change.




The Story
Virtual reality in essence brings simultaneity regarding the physical location and I believe that this medium can be a space that can share ideations and educate the scope of the artist. Sea of Dreams is a mobile platform that brings accessibility to virtual reality art. The focus is on education and communication and providing new scope of perspective to users.
Time Frame
1 month
My Role
UX/Visual Designer
Team Size
Solo
Paper and digital wire framing, low and high-fidelity prototyping, conducting interviews, usability studies, accounting for accessibility, and overviewing the design.
Overview


Responsibilities
Understanding the User
Initial Design
Paper wireframe
Using paper wire-frames to ideate different layouts.
Digital Wireframe
Simple visualization of what to expect was key in the following page for users to have.
Low-Fidelity Prototype
The low-fidelity prototype focuses on the flow from a user perspective in discovering and entering a new VR exhibition.



Initial Design
Refining the Design
High-Fidelity Prototype
High-fidelity prototype implements an easy and simple flow for users to discover and learn more about new exhibitions.
High-Fidelity Prototype: Exhibition Space
The goal is to create an exhibition space without a dedicated VR headset to experience virtual art.
Users are able to move around the exhibition space and observe more information.
Users are able to ask personalized questions to the artist or exhibition curator depending on the piece.






High-Fidelity Prototype: User Navigation Guide
One of the key findings based on the user research was to provide an engaging guide to the users. The brief animated popup guidance provides the users visually engaging guidance and the mitigation of confusion of a new application.



The Problem
Users want simple guidance in using emerging technology with unfamiliar elements.

I conducted interviews to understand the pain point of users and the primary need in using a VR mobile app. The primary users are a group of adults that are interested in new technology but are not well educated in the subject of VR. The research confirmed that most users respond positively toward simple and easy layouts. Moreover, research indicated simple guidance for most users impacted positively.
User research Summary
User research: Usability Study

What method of navigation would users prefer in a VR space?

At what point do the users stick in the VR space?

What is the best method of communicating information about the art piece in the VR space?

Understanding the Problem
The confusion of having a new tool that users can intuitively navigate without a big learning curve.
Integrating normative elements from applications that are frequently used every day.
High-Fidelity Prototype: User Navigation Guide


Time Frame
1 month
My Role
UX/Visual Designer
Team Size
Solo
Paper and digital wire framing, low and high-fidelity prototyping, conducting interviews, usability studies, accounting for accessibility, and overviewing the design.
Responsibilities




Frustrations
- Not technology savvy
- Hard time navigating the digital space of VR
Jill is a fine art painter who is interested in learning VR to curate and network her art work. Her background did not centered around using new technology to create art but is eager to make the change.


User research: Usability Study
I conducted interviews to understand the pain point of users and the primary need in using a VR mobile app. The primary users are a group of adults that are interested in new technology but are not well educated in the subject of VR. The research confirmed that most users respond positively toward simple and easy layouts. Moreover, research indicated simple guidance for most users impacted positively.


Understanding the Problem
The confusion of having a new tool that users can intuitively navigate without a big learning curve.
Integrating normative elements from applications that are frequently used every day.
Initial Design


Paper wireframe
Using paper wire-frames to ideate different layouts.
Digital Wireframe
Simple visualization of what to expect was key in the following page for users to have.
Low-Fidelity Prototype
The low-fidelity prototype focuses on the flow from a user perspective in discovering and entering a new VR exhibition.


Refining the Design




High-Fidelity Prototype
High-fidelity prototype implements an easy and simple flow for users to discover and learn more about new exhibitions.






High-Fidelity Prototype: Exhibition Space






User research: Usability Study

What method of navigation would users prefer in a VR space?

What method of navigation would users prefer in a VR space?

At what point do the users stick in the VR space?

At what point do the users stick in the VR space?

What is the best method of communicating information about the art piece in the VR space?

What is the best method of communicating information about the art piece in the VR space?
Implementing more advanced educational resources for the users to consume and communicate with.
Conduct user research to determine if an art marketplace would be a positive for users.
Future Implementations
Future Implementations
Implementing more advanced educational resources for the users to consume and communicate with.
Conduct user research to determine if an art marketplace would be a positive for users.
Future Implementations


User Persona


Goals
- Incorporate art work into the virtual gallery space
- Finding the right place to learn about the technology


Frustrations
- Not technology savvy
- Hard time navigating the digital space of VR


Jill is a fine art painter who is interested in learning VR to curate and network her art work. Her background did not centered around using new technology to create art but is eager to make the change.




User Persona


Paper wireframe
Using paper wire-frames to ideate different layouts.
Digital Wireframe
Simple visualization of what to expect was key in the following page for users to have.
Low-Fidelity Prototype
The low-fidelity prototype focuses on the flow from a user perspective in discovering and entering a new VR exhibition.






Initial Design


Paper wireframe
Using paper wire-frames to ideate different layouts.
Digital Wireframe
Simple visualization of what to expect was key in the following page for users to have.
Low-Fidelity Prototype
The low-fidelity prototype focuses on the flow from a user perspective in discovering and entering a new VR exhibition.


Goals
- Incorporate art work into the virtual gallery space
- Finding the right place to learn about the technology
Refining the Design
High-Fidelity Prototype
High-fidelity prototype implements an easy and simple flow for users to discover and learn more about new exhibitions.
High-Fidelity Prototype: Exhibition Space
The goal is to create an exhibition space without a dedicated VR headset to experience virtual art.
Users are able to move around the exhibition space and observe more information.
Users are able to ask personalized questions to the artist or exhibition curator depending on the piece.












One of the key findings based on the user research was to provide an engaging guide to the users. The brief animated popup guidance provides the users visually engaging guidance and the mitigation of confusion of a new application.




High-Fidelity Prototype: User Navigation Guide


One of the key findings based on the user research was to provide an engaging guide to the users. The brief animated popup guidance provides the users visually engaging guidance and the mitigation of confusion of a new application.
High-Fidelity Prototype: User Navigation Guide
Refining the Design




High-Fidelity Prototype
High-fidelity prototype implements an easy and simple flow for users to discover and learn more about new exhibitions.






High-Fidelity Prototype: Exhibition Space
The goal is to create an exhibition space without a dedicated VR headset to experience virtual art.
Users are able to move around the exhibition space and observe more information.
Users are able to ask personalized questions to the artist or exhibition curator depending on the piece.




Sea of Dreams is still at a young stage with plenty of room to improve. One thing that I learned is that the perception of a designer might be clear in one’s head but it is always critical to how the user perceives the flow and design as a positive user experience.


The app allows users to experience the emerging technology of VR through the fingertips of a mobile device. The focus is on education and bringing cohesive communication to the artist and users.
Takeaways


Implementing more advanced educational resources for the users to consume and communicate with.
Conduct user research to determine if an art marketplace would be a positive for users.


What I learned
Sea of Dreams is still at a young stage with plenty of room to improve. One thing that I learned is that the perception of a designer might be clear in one’s head but it is always critical to how the user perceives the flow and design as a positive user experience.


Takeaways


Time Frame
1 month
My Role
UX/Visual Designer
Team Size
Solo
Paper and digital wire framing, low and high-fidelity prototyping, conducting interviews, usability studies, accounting for accessibility, and overviewing the design.
Overview




Responsibilities
I conducted interviews to understand the pain point of users and the primary need in using a VR mobile app. The primary users are a group of adults that are interested in new technology but are not well educated in the subject of VR. The research confirmed that most users respond positively toward simple and easy layouts. Moreover, research indicated simple guidance for most users impacted positively.
User research: Summary




The Story
Virtual reality in essence brings simultaneity regarding the physical location and I believe that this medium can be a space that can share ideations and educate the scope of the artist. Sea of Dreams is a mobile platform that brings accessibility to virtual reality art. The focus is on education and communication and providing new scope of perspective to users.




The Story
Virtual reality in essence brings simultaneity regarding the physical location and I believe that this medium can be a space that can share ideations and educate the scope of the artist. Sea of Dreams is a mobile platform that brings accessibility to virtual reality art. The focus is on education and communication and providing new scope of perspective to users.
User research Summary

At what point do the users stick in the VR space?

At what point do the users stick in the VR space?

What is the best method of communicating information about the art piece in the VR space?

What is the best method of communicating information about the art piece in the VR space?

What method of navigation would users prefer in a VR space?

What method of navigation would users prefer in a VR space?