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?