top of page

UX UI and Product Design for VR Education

2022.5-2025.5

​​

​

In the past 3 years, I have been working as UIUX Designer at Dreamscape Immersive. 

 

Dreamscape Learn makes Virtual Reality Classroom for colleges education across the country. 

​

With the learning objectives, we created interactive learning films in VR.​​

​

 

​Learn more on the ASU website

or

DreamscapeLearn.com

home-what-is.1edb084.jpg

Work Examples

My Role as a UI UX and Product Designer

My Role as a UIUX Designer in VR Studio
 

  • I designed with research ↔ design ↔ tech.

  • Led and mentored a new UI/UX designer to collaboratively build a cohesive UI system in Unity

  • Acted as a bridge between creative writers, developers, and artists to deliver fun, engaging, and holistic user experiences

  • Developed animated and interactive 2D/3D assets in Unity

  • Created user flows, storyboards, and UX documentation to guide cross-functional collaboration

  • Built and tested gameplay and UX prototypes to validate design ideas early in the process

Projects I’ve Contributed To:

​

  1. Biology in VR – Content Designer (3 episodes)

  2. Chemistry in VR – Content Designer (9 episodes)

  3. Astronomy in VR – Lead Designer (Introductory)

  4. Immersive Classroom – Product Designer

Let's Jump to:

Background: 

How to Design Gamification Education - Learn during interactions

  • In gamified education, we use virtual reality settings to guide students in memorizing and understanding new knowledge through a colorful path with gamified interactions.

learning.png

Highlights:

Highlights

Example 1:   Using chair vibrations and haptics to illustrate molecular motion and heat transfer

  • When molecules move (vibrate, rotate, or translate), that movement is called kinetic energy.

  • The total kinetic energy of molecules in a substance is related to its thermal energy (heat).

  • The faster the molecules move, the higher the temperature and energy.

  • Instead of reading those words, students will experience a haptic experience from the headset and chairs while watching molecules flowing around them (they will vibrate, rotate, and translate), 

DSL_Interaction_Chem_1.png

Example 2: Learning start distance as we are traveling with our desk - the feeling of speed with time.

  • To convey the dramatic distance difference between each planet, I had this idea of transferring our desk to a spaceship, and students will travel (with skybox changing) to travel from one planet to the other.

  • The experience of traveling helps students understand the difference in distance between stars. 

Z1BbhZbqstJ98Bug_Solarsystemsizes-inverted.avif

Example 3: Turn the controller to different tools

  • During the experience, we transformed the controllers into various tools to simulate different scenarios.

HandHold_Controller.png
HandHold_Gun_1.png
Hand_Hold_Gun_2.png
  • Device in VR Example (all elements created by me)

Human Factors in VR
 

  • Designing stationary interactions in VR requires a strong understanding of spatial context.
    By applying human factors to cockpit design, I mapped both third-person and player perspectives to ensure intuitive access to controls and interfaces.

  • This approach enhances usability, spatial awareness, and overall VR experience effectiveness.

Frame 2.png

Third-Person View​

XR User Experience in eVTOL.png

Player View​

Content

Content Design in VR:

DSL-workflow.png

Production Workflow:
 

Storyboard creation:

1.png
2.png
3.png
4.png
5.png
6.png

Grey box Prototypes:

Style A

Style B

Style C

Lo-Fi Design in Unity:

Frame 16.png
Frame 15.png
Frame 14.png

High-Fi Design in Unity:

Immersive Classroom

Immersive Classroom Product Design: 

How to move the classroom interaction into VR? (User Needs Map)
 

  • Since educational games need to address the needs of both students and teachers, I mapped out interactions in a realistic classroom environment.

  • The product design aligns with these interactions while also incorporating fictional elements for enhanced engagement.

  • Based on this interaction map, I identified the critical features for the VR game, which are listed below.

Student and Teacher Interaction Map.png
Screenshot 2024-06-30 205701.png

Feature List (Suggestions)
 

Improve the teaching process:

  • Share slides and documentation

  • White Board

  • Customize Avatars

  • Manipulating the objects with the lock and unlock 

  • Modify the classroom layout​

​​

Professor Hand Menu Mockup:

​

  • The hand menu is hidden within the user's watch and opens to display key information and features.

​

Professon Hand Menu-Default.png

SDK Default UI (Implemented in the project)​

Unity Mockup for new Dashboard Design

Professon Hand Menu.png

Multi-Screens and share screens

(professor View)
 
​

  • In a class, the professor can share one of the screens, while other screens remain open for notes.

  • When the professor has one screen broadcasting, he can view all the screens from his small panel.

Feature1.png
Feature3.png
whitebaord.png

White Board
 ​

  • Adding white board feature for professor to sketch.

Change Classroom Layout
 
​

  • We can make the room layout different in one classroom to facilitate group discussion, collaboration, or lectures.

Feature7.png

Features for Students
 
​

  • Customize Avatars (Before Class begin)

  • Taking Notes and Screenshot/Recording

Create your avatar before the class. 
 ​

  • In the setting menu, the mirror is a good way to confirm their avatar.

  • We can use this opportunity to encourage students to be more prepared for the class.

  • Creating their avatar before the class via a URL on their phone.

  • This is an app from VR Chat. We can implement the avatar into Unity.

  • At the same time, we can introduce the class topics.

Feature9.png
Feature4.png
Feature2.png

Taking Notes and Screenshot/Recording
 
​

  • In the class, the students can use note-taking or recording features for important information.

Discussion and Talking (UI)
 
​

  • When a student is talking, there’s an icon or highlight on the name tag to show the interactions.

Feature6.png
Button State Flow.png

Button States UI Design
 
​

  • Updated the visual with the different states of interactions. 

Screenshot 2025-07-28 141912.png

UI Design Iteration for Calibration
 
​

  • Implemented the new UI visual style with the branding color.

  • Improve the UI with a progress bar after user testing.

  • Rewrite the user prompt to lower the error rate.

bottom of page