VR/AR Design

XR Training System

Interactive VR/AR training system for hands-on assembly skills.

Year :

2023

Role :

UX/3D Designer

Tool :

Figma, Maya

Project Duration :

3 months

Impact :

I redesigned an XR training system used in high-stakes technical environments, improving clarity between training and exam modes and streamlining the onboarding process.

Featured Project Cover Image
Featured Project Cover Image
Featured Project Cover Image

CONTEXT & PROBLEM :

Across industries, there's a growing demand for practical assembly skills, yet limited opportunities for hands-on training. Our goal was to build a system that transforms static learning into experiential, repeatable practice—accessible anytime, anywhere.

The XR training platform was designed to help trainees learn complex procedures through immersive VR and AR environments.

However, user feedback and test results revealed three critical issues shown below.

Challenge: Redesign the system to be intuitive for first-time users, while preserving advanced functionality for experienced operators.

Constraints:

  • Project timeline: 3 months

  • Proprietary product: limited visual disclosure without NDA

  • Multi-platform design: VR headset + desktop

My Role & Responsibilities :

My role: UX designer, 3D modeler, 3D animator

Team: 1 product manager, 4 developers (Unity), 1 QA lead, 1 subject matter expert, 4 designers

My contributions:

  • Led the VR section end-to-end UX process, from research to delivery

  • Created information architecture maps

  • Designed VR UI layouts and interaction flows

  • Modeled & optimized 3D assets for real-time performance

  • Collaborated closely with Unity developers for implementation

Research & Discovery :

Methods:

  • Reviewed existing UI and recorded usage sessions

  • Conducted 5 user interviews with trainees and instructors

  • Mapped pain points to specific UI components

Key insights:

  • Users couldn’t always tell when they were in exam mode → anxiety + mistakes

  • Navigation menus required too many steps for common actions

  • The training content felt “buried” — too much visual noise

These findings guided the redesign priorities.

Information Architecture :

I restructured the information architecture to:

  • Separate Training and Exam content in the top-level navigation

  • Reduce menu layers from 6 -> 4

  • Surface key tools within 1 click/tap from the main screen

This created a predictable flow, helping first-time users orient themselves quickly.

Design Evolution :

My team rebranded the product to go from Unity's default window UI to a new, coherent style.

The redesign focused on visual hierarchy and mode distinction:

  • Color-coded modes: Warm tones for training, cool tones for exam

  • Clear progress indicators in both modes

  • Simplified, consistent component sizing and alignment

  • Spatial grouping of related tools in VR space

I tested low-fidelity wireframes in VR mockups before creating final high-fidelity assets.

Testing & Iteration :

Usability testing:

  • 6 participants from the target user group

  • Scenarios covered navigation, mode switching, and task execution

  • Measured time-to-complete and user confidence ratings

Results:

  • Mode recognition improved from 60% → 100% in testing

  • Average onboarding time dropped by ~25%

  • Qualitative feedback: “Feels more like a guided experience than before”

Outcome & Impact :

Final outcome:

  • Clearer mode separation improved confidence during exams

  • Faster navigation reduced user frustration

  • Visual consistency supported a smoother learning curve

  • The redesign was delivered on time and integrated into the live platform.

What I learned:

  • Even small changes to the information hierarchy can have a big usability impact

  • Color and spatial cues in VR are powerful when used consistently

  • Working within IP constraints requires creative presentation strategies

Sensitive Content Notice :

This project contains proprietary details not publicly shareable.

If you’d like to see the full UI flows, asset library, and interaction videos, please contact me for a private walkthrough under NDA.

VR/AR Design

XR Training System

Interactive VR/AR training system for hands-on assembly skills.

Year :

2023

Role :

UX/3D Designer

Tool :

Figma, Maya

Project Duration :

3 months

Impact :

I redesigned an XR training system used in high-stakes technical environments, improving clarity between training and exam modes and streamlining the onboarding process.

Featured Project Cover Image
Featured Project Cover Image
Featured Project Cover Image

CONTEXT & PROBLEM :

Across industries, there's a growing demand for practical assembly skills, yet limited opportunities for hands-on training. Our goal was to build a system that transforms static learning into experiential, repeatable practice—accessible anytime, anywhere.

The XR training platform was designed to help trainees learn complex procedures through immersive VR and AR environments.

However, user feedback and test results revealed three critical issues shown below.

Challenge: Redesign the system to be intuitive for first-time users, while preserving advanced functionality for experienced operators.

Constraints:

  • Project timeline: 3 months

  • Proprietary product: limited visual disclosure without NDA

  • Multi-platform design: VR headset + desktop

My Role & Responsibilities :

My role: UX designer, 3D modeler, 3D animator

Team: 1 product manager, 4 developers (Unity), 1 QA lead, 1 subject matter expert, 4 designers

My contributions:

  • Led the VR section end-to-end UX process, from research to delivery

  • Created information architecture maps

  • Designed VR UI layouts and interaction flows

  • Modeled & optimized 3D assets for real-time performance

  • Collaborated closely with Unity developers for implementation

Research & Discovery :

Methods:

  • Reviewed existing UI and recorded usage sessions

  • Conducted 5 user interviews with trainees and instructors

  • Mapped pain points to specific UI components

Key insights:

  • Users couldn’t always tell when they were in exam mode → anxiety + mistakes

  • Navigation menus required too many steps for common actions

  • The training content felt “buried” — too much visual noise

These findings guided the redesign priorities.

Information Architecture :

I restructured the information architecture to:

  • Separate Training and Exam content in the top-level navigation

  • Reduce menu layers from 6 -> 4

  • Surface key tools within 1 click/tap from the main screen

This created a predictable flow, helping first-time users orient themselves quickly.

Design Evolution :

My team rebranded the product to go from Unity's default window UI to a new, coherent style.

The redesign focused on visual hierarchy and mode distinction:

  • Color-coded modes: Warm tones for training, cool tones for exam

  • Clear progress indicators in both modes

  • Simplified, consistent component sizing and alignment

  • Spatial grouping of related tools in VR space

I tested low-fidelity wireframes in VR mockups before creating final high-fidelity assets.

Testing & Iteration :

Usability testing:

  • 6 participants from the target user group

  • Scenarios covered navigation, mode switching, and task execution

  • Measured time-to-complete and user confidence ratings

Results:

  • Mode recognition improved from 60% → 100% in testing

  • Average onboarding time dropped by ~25%

  • Qualitative feedback: “Feels more like a guided experience than before”

Outcome & Impact :

Final outcome:

  • Clearer mode separation improved confidence during exams

  • Faster navigation reduced user frustration

  • Visual consistency supported a smoother learning curve

  • The redesign was delivered on time and integrated into the live platform.

What I learned:

  • Even small changes to the information hierarchy can have a big usability impact

  • Color and spatial cues in VR are powerful when used consistently

  • Working within IP constraints requires creative presentation strategies

Sensitive Content Notice :

This project contains proprietary details not publicly shareable.

If you’d like to see the full UI flows, asset library, and interaction videos, please contact me for a private walkthrough under NDA.

VR/AR Design

XR Training System

Interactive VR/AR training system for hands-on assembly skills.

Year :

2023

Role :

UX/3D Designer

Tool :

Figma, Maya

Project Duration :

3 months

Impact :

I redesigned an XR training system used in high-stakes technical environments, improving clarity between training and exam modes and streamlining the onboarding process.

Featured Project Cover Image
Featured Project Cover Image
Featured Project Cover Image

CONTEXT & PROBLEM :

Across industries, there's a growing demand for practical assembly skills, yet limited opportunities for hands-on training. Our goal was to build a system that transforms static learning into experiential, repeatable practice—accessible anytime, anywhere.

The XR training platform was designed to help trainees learn complex procedures through immersive VR and AR environments.

However, user feedback and test results revealed three critical issues shown below.

Challenge: Redesign the system to be intuitive for first-time users, while preserving advanced functionality for experienced operators.

Constraints:

  • Project timeline: 3 months

  • Proprietary product: limited visual disclosure without NDA

  • Multi-platform design: VR headset + desktop

My Role & Responsibilities :

My role: UX designer, 3D modeler, 3D animator

Team: 1 product manager, 4 developers (Unity), 1 QA lead, 1 subject matter expert, 4 designers

My contributions:

  • Led the VR section end-to-end UX process, from research to delivery

  • Created information architecture maps

  • Designed VR UI layouts and interaction flows

  • Modeled & optimized 3D assets for real-time performance

  • Collaborated closely with Unity developers for implementation

Research & Discovery :

Methods:

  • Reviewed existing UI and recorded usage sessions

  • Conducted 5 user interviews with trainees and instructors

  • Mapped pain points to specific UI components

Key insights:

  • Users couldn’t always tell when they were in exam mode → anxiety + mistakes

  • Navigation menus required too many steps for common actions

  • The training content felt “buried” — too much visual noise

These findings guided the redesign priorities.

Information Architecture :

I restructured the information architecture to:

  • Separate Training and Exam content in the top-level navigation

  • Reduce menu layers from 6 -> 4

  • Surface key tools within 1 click/tap from the main screen

This created a predictable flow, helping first-time users orient themselves quickly.

Design Evolution :

My team rebranded the product to go from Unity's default window UI to a new, coherent style.

The redesign focused on visual hierarchy and mode distinction:

  • Color-coded modes: Warm tones for training, cool tones for exam

  • Clear progress indicators in both modes

  • Simplified, consistent component sizing and alignment

  • Spatial grouping of related tools in VR space

I tested low-fidelity wireframes in VR mockups before creating final high-fidelity assets.

Testing & Iteration :

Usability testing:

  • 6 participants from the target user group

  • Scenarios covered navigation, mode switching, and task execution

  • Measured time-to-complete and user confidence ratings

Results:

  • Mode recognition improved from 60% → 100% in testing

  • Average onboarding time dropped by ~25%

  • Qualitative feedback: “Feels more like a guided experience than before”

Outcome & Impact :

Final outcome:

  • Clearer mode separation improved confidence during exams

  • Faster navigation reduced user frustration

  • Visual consistency supported a smoother learning curve

  • The redesign was delivered on time and integrated into the live platform.

What I learned:

  • Even small changes to the information hierarchy can have a big usability impact

  • Color and spatial cues in VR are powerful when used consistently

  • Working within IP constraints requires creative presentation strategies

Sensitive Content Notice :

This project contains proprietary details not publicly shareable.

If you’d like to see the full UI flows, asset library, and interaction videos, please contact me for a private walkthrough under NDA.