DoryVR
A Data Presenting Training Software in VR
Duration
15 Weeks
Role
UX Designer | VR Prototyper
My Impact
I designed XR presenting functionalities and conducted user tests in various project stages. I prototyped these functions via Unity on Meta Oculus platform.
Team Members
Menghan Liu | Sunniva Liu | Anishwar Tirupathur | Caroline Jiang
Introduction
DoryVR is a mixed-reality platform that allows students to give interactive presentations in both VR and AR (Augmented reality). With DoryVR, users can leverage features such as individual presentation dashboards, customizable levels of immersion, and scalable, interactive 3D data visualization. It's a Meta Quest Software that could be configured and deployed on any Meta headsets via SideQuest or Unity Software Build.
Our Client
The client for our project is Dr. Kim Hyatt, a professor for Carnegie Mellon Heinz College course “Communication in VR.” This course teaches Master’s students how to give presentations about data in virtual reality (VR). The current software that she uses, Spatial, is not ideal towards this topic.
CMU Communications in VR Class
Learning. Presenting. Data.
We broke down the entire problem into 3 keywords, emphasizing the most important values for our product, where we started our research.
smaller page, no bigger than 2 sections
Learning insight: interactivity and feedbacks help improve knowledge
Presenting insight: easier to control, similar to a desk
data insight: 3d better than 2d, interactivity is important
vr insight: already wrote down
then design challenge,
ideas
unity prototype:
-presenter dashboards
-level of immersion
-3 datas
hifi prototype
user validation
1
Research: A deeper understanding of VR
In order to investigate how we could improve the student engagement in data presenting of VR and what are the learning behaviors in a VR scenario, we conducted 13 literature reviews, 4 comparative analysis, 2 observation sessions, 5 expert interviews and 5 contextual analyses.
We discovered that...
VR could help to release the overall stress during presentations.
VR introduces new behavior norms for students.
VR brings interactivity and helps students to focus on the topics.
But
VR presentation is highly constrained due to technical limitations.
Many people feel bad during presentation in an immersive setting.
Our group gathered feedback from students taking this course
Research Insight: A choice between VR and AR
Despite the class being held fully in VR, 80% of our participants reported varying levels of dizziness or motion sickness during our interviews. This suggests that accessibility issues exist within VR.
In response, we explored Augmented Reality (AR), where people tend to experience less of these symptoms, as an alternative. AR allows the student to move freely in the real, physical space around them while still interacting with the virtual elements of class.
Our competitive analysis suggests that AR will also be growing in popularity as a tool for business meetings. According to our interview with an expert in VR conference application, “AR is going to be a much more important factor to meeting apps moving forward.”
Design Challenge
How might we leverage the spatial attribute of VR platform to stimulate the learning efficiency in data presenting?
Technical Challenge
How can we best combine our ideas and transform them into a solid, usable VR product?