Product Managment Storytelling UI/UX Virtual Reality

Indigenous Virtual Learning Spaces

An immersive, multi-user VR environment for storytelling and education.

Contributions

Team Lead · UI/UX Design · Unity Development · Interactive Media Design

Owner

Teaching and Learning Services, Carleton University

Organization

Carleton Immersive Media Studio

Platform

Virtual Reality

Video compilation showing POV from inside a headset, and a group walking through the final experience.

Toolkit

Design
Figma
Adobe Suite
Research
Miro
Google Suite
Development
Unity Game Engine
Hardware
Meta Quest 3

Overview

The Brief

Create a multi-user VR environment that could be used for class discussions and storytelling. The priority was for users to feel connected to and fully immersed in the world around them.

Research

Understanding before designing

Before jumping into the design, I led brainstorming sessions externally with the client to identify the needs of the application, as well as brainstorming and planning sessions with the internal team to ideate solutions to those needs, in the form of functionality.

How do we bring together a group of students to learn in a shared virtual environment?

Real time, user-led story telling

It was important that the application could be used for classes across a variety of disciplines, and offer an opportunity for discussion on a wide variety of topics. For this reason, the decision was made to have no story or narrative, and instead focus efforts on functionality for sending live microphone audio from the Guide to the other headsets in the group.

Complete immersion

The core of the application was to feel connected to the environment and world around you to to enhance understanding when discussing traditional ways of life. To prioritize this, we opted for minimal user interfaces, and focused on interactions directly in the space.

A living world, not a museum

Objects of interest should be placed naturally, to combat the feeling of walking through an exhibit. We landed on four distinct areas to explore and find interactive objects: the forest, the farming fields, the village, and the Longhouse.

Map of the environment, showing the seven areas of interest.

Map of the final environment, showing the seven areas of interest for users to explore.

Design Process

Gathering Feedback

Throughout the development process, the prototype was tested at would would become it's final home in Carleton University's Experiential Learning Hub. Through these sessions, we were able to hear from educators, using their feedback to shape the final product into something they would be excited to include in their courses.

Highlights from testing sessions

Solution

What we delivered

The final application was successful in it's original goal to bring a class together, immerse them in a new environment, and offer a unique experience catered to storytelling and teaching. It has been included in course content for multiple classes so far, with positive feedback from both students and educators.

Reflection

What I'd do differently

Testing with educators and students who were not related to the project offered extremely valuable feedback, but we were not able to set up the sessions until later in development. Consulting with these groups throughout the early stages of the project may have offered insight that would have seen functionality take shape slightly differently to accomodate a wider range of situations.

Next project

NAC@50+

Bringing to life a sprawling interactive storytelling experience, and online archive.

View case study →
Screenshot of 3D experience showing a theatre from the upper level.