InLean
Vision OS-Powered VR Education: Revolutionizing Learning and Content Creation with Enhanced Interactive Experiences.
Target audience
Students who own the Apple Vision Pro and wish to use it for immersive learning and content creators looking to produce and publish their content using the Apple Vision Pro.
Duration
5 weeks (Summer 2023)
My Role
UX research UX design User testing High fidelity prototype
Tools
Figma Adobe Illustrator
Problem
Solution
By centralizing learning materials, we plan to develop a virtual education platform. This will not only improve user engagement in interactive learning but also offer content creators a dedicated platform for publishing their work.
The current VR/AR educational market is quite fragmented, and 2D educational materials often lack engagement and uniform support. Additionally, there is a significant number of content creators eager to publish their creations through MR devices, yet they face a shortage of dedicated platforms to do so.
Prototype click this:
Overview
In June 2023, Apple Inc. released a mixed-reality device, the Apple Vision Pro, which enables immersive interaction through eye movements, gestures, and voice control. Considering its market potential, we have developed a project plan to forecast its future application scenarios through research and analysis and to design an application that can be utilized on the Apple Vision Pro.
Primary Research
We interviewed four students who have been using VR and AR devices and compiled and summarized their responses.
Limited content and quality
The current AR/VR ecosystem is limited in terms of content diversity and quality, especially with a lack of educational tools, too few options for users, and few developers contributing to the field.
Action 1:
Usability Test result:
Insights from interviews
Lack of creative platforms
Users expect to use VR/AR devices for entertainment, education, and business, but currently, there is no such platform available for them.
Students who want to learn
Poor concentration
Attention can be enhanced through exercise, and most people find that using VR/AR devices boosts their learning and concentration abilities. Therefore, users hope to use them to increase productivity.
Secondary Research
Requirement Prioritization
"How mignt we integrate and elevate VR/AR educational experiences to address market fragmentation, enhance user engagement, and provide robust support for content creators in the mixed reality field?"
Persona
Content creators who want to publish content
Brainstorm
Concept
Option A:
8.6
Storyboard
User flow
User test
Throughout the design process, we engaged 21 participants, conducting three usability tests and two A/B test. By observing their interactions with the user interface and comprehending their responses to various buttons, we refined the product for enhanced performance and user experience.
The user initiated the application, selecting their account to access the main menu. They then browsed the content library and identified a course of interest. After reviewing the course details, they clicked 'Confirm', which triggered a seamless transition to the video playpage for the selected course.
Information Architecture
In total, we conducted three usability tests and two A/B tests during the design process.
Problem 1:
The login process is overly complex; ideally, I should be automatically logged in for each use. When viewing video details, the excessive number of screens appears overwhelming and causes discomfort.
Solution 1:
Implement an automatic login feature for user convenience. Consolidate video details into a single screen for a streamlined viewing experience.
Problem 2:
The progress bar on the video page would be more user-friendly if positioned higher; its current placement makes it difficult to interact with and hard to see.
Solution 2:
Reposition the video page's progress bar to align with the fast-forward, rewind, and pause controls for enhanced usability and accessibility.
Encoded Video Sample
Final design
Homepage:
The homepage has four sections with content filtering at the top, follows a standard format, and is user-friendly. Its viewing mode aligns with the Gutenberg principle.
Playpage:
Final Plan:
Option B:
The 'Featured Content' is now the main display on the homepage. The system recommends videos based on user learning, search history, and eye tracking. Each video indicates its teaching mode, such as Video, 3D, or Experimental, in the top right corner. 'Trends for you' and 'New Arrivals' have been removed, search history is located near the profile picture, and an option to view saved videos has been added.
Option A:
Following the Gutenberg principle, the video is placed on the top left; its basic introduction is on the bottom left, while the right side displays other courses from the content creator.
Course model:
Option B:
Left: Menu bar. Right: Banner, recommendations, and a screen for trends and latest videos. Bottom: Action buttons. Top: Enlarged content display.
Following the Gutenberg principle, the video is placed on the top left; the bottom left displays the content creator's information and similar videos, while themed video reviews are on the bottom right.
Final Plan:
Give user feedback after clicking follow.
Users can share videos; full access and commenting require unlocking. Otherwise, only the initial 30 seconds are viewable.
Following the Gutenberg principle, the video is placed top left, with the content creator's info and a follow button integrated above for traffic generation. The bottom left displays video details and similar content. On the bottom right, reviews are presented in a card format, with neat layout enhancing information hierarchy, optimizing visual experience, and attracting user attention.
Video Course Mode: Control of light, sound level and fast forward/reverse by gestures.
Experimental Course Mode: Text plus 3D model form to present knowledge to the user users can click on the play button to play the text content; or click on the video button to view the relevant video.
3D Course Mode: Interactive video streaming. Users can pull the content they are interested in out of the video at any time to observe it. All content can be presented in 3D.
Prisms is a spatial learning platform designed to help students grasp abstract mathematical concepts in a joyful, meaningful, and effective way. Through Prisms' learning modules, students engage in immersive experiences to understand math problems, focusing on core concepts from Middle School Math, Geometry, and Algebra I/II courses.
Competitive Analysis
Target Customers
Middle school students enrolled in math-related classes
Strength
Target a specific field
Enable immersive and experiential study
Weaknesses
Target Customers
Restricted course selection
Inability to monitor study performance
Lack of diverse study methods
EON-XR is an Augmented and Virtual Reality platform aimed at facilitating knowledge-sharing for experts and educators. The platform includes a built-in tool that allows educators to create courses without the need for intricate coding or other development tools
Educators and trainers aspiring to share their expertise
Strength
User-friendly
Support cross-device publishing
Provides an immersive experience
Weaknesses
Restricted creator options (course focuses on 3D models)
Solution thinking
Goal statement
Our virtual education platform aims to integrate educational resources through a cohesive and immersive interactive learning environment, thereby addressing the fragmentation of the VR/AR educational market and the low engagement with 2D educational content. Designed specifically to enhance learning engagement and outcomes, the platform provides content creators with a dedicated channel to publish and share original educational content on MR devices.
Our target audience includes students seeking a higher level of interactivity and immersive learning experiences, as well as creators looking to disseminate knowledge through emerging technologies.
To measure the platform's success, we will rely on user satisfaction survey results, including evaluations of the platform's interface and learning content, as well as the quality analysis of user feedback, particularly regarding the platform's usability. These metrics will directly guide us in optimizing the platform experience, ensuring our solution effectively meets the needs of our target user group.
Solution Prototype
Click this:
Successful Evaluation Test
We invited 10 students who have used VR/AR products to take the test .....
We received an average score of 8.6 out of 10 for Platform Interactive Interface Satisfaction, exceeding the 8.5-point metric we identified as successful.
80%
In terms of platform ease-of-use feedback, 4 people were very satisfied and 4 testers were satisfied, giving an overall satisfaction rate of 80%, which exceeds the 80% criteria we identified as successful.
8.8
We received an average score of 8.8 out of 10 for Learning Content Satisfaction, exceeding the 8.5-point metric we identify as successful.
Next Step
Finalize the design of the "Trackable Learning Outcomes" feature.
Optimize the design for community-engaged learning (Live Course Design).
Design the system for content creators.
Enhance the business aspect, including considerations for content creators to set courses as "NFT" products.
Coming soon……
Action 2:
The user selected the 'Subject' option from the menu and navigated to the 'Subject' page, where they chose a course of interest based on specified filters and accessed its detailed page. Here, they discovered it was a pre-recorded video. Subsequently, the user viewed the details of another video, realizing it was a live course.
Problem 1:
The 'Subject' filter bar's low placement limits accessibility and its limited display leads to challenging navigation and accidental selections.
Solution 1:
Refine the 'Subject' filter's information architecture for enhanced comprehensiveness and relocate it to the top of the page to minimize accidental selections.
Problem 2:
Pre-recorded and live courses should be distinctly separated into two different categories. Utilizing a single filter for both types of courses can lead to a confusing user experience.
Remove live courses from the 'Subject' category and establish a separate section exclusively for them, distinctly apart from pre-recorded courses. Each category should follow a completely different user journey.
Usability Test result:
Solution 2: