VR Starter Kit: Igniting Design Students' Creativity Through Gamified, Multimodal VR Onboarding

Problem
Pratt Institute's VR headsets remain unused. Learning VR is time-consuming and challenging for students and they don’t know how to incorporate VR in their creative process.
Solution
I designed a multimodal VR onboarding tutorial for ShapesXR, a VR prototyping tool tailored to creative students. The tutorial is themed around building a virtual portfolio exhibition, making the learning process engaging and relevant. It includes a website, a video, and immersive hands-on practice tutorial VR sample spaces.
Impacts
Tutorial was launched and used by Pratt Institute students.
Positive feedback from the chair of School of Design (Key stakeholder).
100% of user testing participants answered they would recommend the tutorial to other students.
Project Type
Paid work project by Pratt Institute School of Design
Timeline
Spring 2024 to Spring 2025
Team
Professor Mindy Eng (Advisor), Manjot Kaur (Designer), Me (Designer)
My Role
The research was conducted collaboratively. During the design phase, my coworker and I worked independently, each focusing on different tutorials. Professor Eng supervised and provided guidance.
Related Skills & Tools
Website design
Design for VR
User Journey
User Testing
Google Sites
Figma
ShapesXR
MetaQuest
PROBLEMS & GOALS

Students are interested in using VR as a creative tool, but learning on their own isn’t easy. The school invested in headsets, yet they remain unused.

Pratt Institute School of Design invested in VR headsets for students to borrow and use. However, they remain unused because students face challenges in getting started. This VR starter kit project aims to help creative students explore VR.

Students don’t know how to start learning
Many students are curious about VR but they don’t know how to start learning.
Learning takes too much time
Finding learning resources for VR and troubleshooting on their own takes time.
Unclear how VR fits into creative practice
Students struggle to integrate VR into their creative process and need inspiring, practical examples.
SOLUTION

I created a hands-on, multimodal tutorial experience where students learn VR prototyping by creating their own virtual portfolio exhibition

This VR starter kit project was created to help creative students explore VR, as many don’t take advantage of the school's available headsets due to the challenges of getting started.

Website

VR Tutorial Demo

OUR PROCESS
1
Research
VR Apps Analysis
Use Case Research
2
Ideate
User Journey
Sketch
Prototyping
3
Develop
Website Design
VR Design
4
Test
User Testing
(Found Many Issues🚨)
5
Refine
Usability Improvement
User Testing
VR Workshop
CONSTRAINTS

The tutorial must be self-guided and was limited by Google Sites' functionality.

Due to limited department staff availability, the VR tutorial must be self-guided, requiring no staff assistance during the learning process. Also, we utilized the platform available at Pratt Institute to avoid additional costs for the website. However, Google Sites had limitations in functionality and design flexibility.

RESEARCH

We researched how VR can be integrated into students' creative processes and identified the most suitable VR creative tools to teach for beginners.

First, we aimed to select the VR creative apps to introduce to students. To do so, we researched 33 VR-related tools and understand how VR could enhance students' creative processes across diverse student fields and which VR tools would be the most accessible and effective starting points.

As a result of our research, we chose ShapesXR and Gravity Sketch as the VR tools to cover in our tutorials. During the design phase, I focused on teaching ShapesXR, while my coworker focused on Gravity Sketch.

Best VR Creative Apps for Pratt Students
ShapesXR - VR Prototyping Tool
Why We Chose:
Widely used in the XR industry as prototyping tool.
Intuitive features, requiring no software expertise. (Unity etc)
Easy incorporation into the design process with diverse plugins. (Figma etc)
Sample Use Case at Pratt:
UX Design
Communication Design
Create quick low-fidelity VR prototypes in the early stage of VR experience design.
Interior Design
Fashion Design
Draft rough real-life scale layouts for spaces like exhibitions in the early design stages.
Image from the official trailer https://youtu.be/52yGijCy2qQ?si=jPHu4gBKgHrm9JX9
gravity sketch - 3D Sketch Tool
Why We Chose:
Many students mentioned 3D modeling using a computer was difficult and wanted an intuitive way.
Used by leading companies like Adidas for industrial design.
Enables 3D sketching and surface modeling, expanding creative possibilities.
Sample Use Case at Pratt:
Animation
Quickly ideate 3D character models.
Industrial Design
Develop early-stage ideas of products through 3D sketching.
PROBLEM STATEMENT

How might we teach design students to use ShapesXR and inspire further exploration through quick, engaging tutorials tailored to their interests?

DESIGN APPROACHES

Designing the first version with 4 key approaches

After identifying the VR tools to teach during the research phase, I designed the tutorial. The initial iteration of the tutorial was guided by the following 4 key approaches across the following areas.

1
Tutorial Prompt
Inspire and engage design/art students
2
Format
Make the tutorial  seamless, immersive, multimodal
3
User Journey
Make it seamless and structured
4
VR Space Design
Guide students into intended path
1
TUTORIAL PROMPT

Inspire and engage design/art students through portfolio exhibition building experience.

The tutorial is about creating a life-sized 3D exhibition space where students can import and showcase their work. I aimed to tailor the tutorial to design/art students, aligning with their interests and making it relevant and engaging. Since portfolios are a common interest among them across various creative disciplines, I chose this prompt.

2
FORMAT

Use website and VR formats for a seamless, immersive, multimodal learning experience.

I used both a website and VR for the tutorial. Google Sites serves as the entry point, providing written and video instructions for steps students need to complete on their computer, such as account setup. For the main instructions, I created a ShapesXR tutorial space inside VR, as students cannot easily access the website while wearing a headset. They can duplicate & use this sample space, which includes step-by-step audio and written instructions on VR.

3
USER JOURNEY

Seamless and structured learning experience

The experience consists of setting up (Website & VR), practicing basic feature (VR), and exhibition building (VR). By gathering all the website setup tasks first, I aimed to create a seamless transition from the website to VR, minimizing the need to switch between devices. Additionally, by separating the practice and exhibition building phases, I designed the tutorial to encourage students to take breaks in between phases and maintain focus.

4
VR SPACE DESIGN

Design an inspiring and functional VR space that guides users along the intended path.

I designed the space to enhance onboarding both functionally and aesthetically. To ensure a clear instructional flow without confusion, I got inspiration from museums, where space guides visitor movement. Also, since students may not know how to move at first, I placed key instructions within their immediate view, requiring no movement. Aesthetically, I created a museum-like environment and incorporated yellow, Pratt Institute’s primary color, to align with the stakeholder’s branding.

TESTING INSIGHTS - ROUND1

Testing revealed the tutorial felt too long and overwhelming. Students often strayed from the intended order and got stuck.

I conducted the first round of testing with 3 students. I asked them to explore the tutorials on their own, as if they were learning independently, and observed their behavior. As a result, I gathered the following insights.

INSIGHT 1
The experience feels long and overwhelming.

The average time on task was 91.7 minutes. While this was within our planned timeframe, participants felt that the experience was too long and overwhelming due to the many steps.

✏️ Next Step
Make the experience feel shorter and more engaging to maintain user attention.
91.7
min
Average time on task
“My attention span is low, so difficult to focus on the long tutorial.”
INSIGHT 2
Students tend to stray from the intended order and skip steps on the website.

​​While we expected users to browse the website from top to bottom, 2 out of 3 participants explored the website non-linearly—jumping back and forth and skipping steps that were prerequisites for later actions. They also put on the headsets before completing the setup on the website.

✏️ Next Step
Encourage students to follow the intended order through design.
2/3
Explored website nonliniarly
“I eager to open the app immediately.”
ITERATION CHALLENGE

How might we improve the tutorial to make it feel shorter, and less confusing for students who tend to consume information nonlinearly?

UX IMPROVEMENTS - 1

Shortened the page by making some steps optional and moving them to separate pages

To make the website shorter, I made the less important steps, such as the Figma import step optional. Applying progressive disclosure, I moved the optional steps to subpages. I also removed explanations that are covered in the VR version of the tutorial from the website, as participants found VR one more intuitive. As a result, I shortened the main page by more than 50%.

Before
With a single-page structure, the main tutorial page was very long and required a lot of scrolling.
After
By reducing unnecessary content and moving optional steps to subpages, I shortened the main page by more than 50%.
UX IMPROVEMENTS - 2

Improved the stepper and let students use the VR headset earlier to encourage them to follow the intended flow

The tutorial required a specific step order, but students were unaware of this. It was also hard for them to tell which step they were on within the website and which device to use to complete the step (PC or VR). To fix this, I made the stepper clearer and added tags indicating which device to use for each step. 

Before
It was difficult to tell which step the user was on in the progress bar, and whether each step should be completed on the headset or the website.
After
The new stepper clearly shows the current step number. The VR/Website tags indicate where each step should be completed, helping users stay on track.

I had originally included all the PC setup steps at the beginning to ensure a seamless transition from the website to VR. However, many students were eager to use the VR headset immediately, and the long setup caused frustration and disrupted the intended flow. To fix this, I kept only the essential steps upfront and moved the rest later, allowing students to start using the VR headset 15 minutes earlier.

Before
The setup on PC took about 30 minutes, which was frustrating for students eager to start using the VR headset.
After
By shifting the portfolio file upload step to a later stage, I cut the initial PC setup time by 50%, allowing students to start using the headset 15 minutes earlier.
UX IMPROVEMENTS - 3

Gamify the practice phase to make the tutorial engaging and keep students' attention.

In ShapesXR, it is essential to learn basic features like teleporting, grabbing, and transforming objects before starting to create. That is why I included a practice step. However, the original practice was monotonous. It simply explained each feature and asked students to try it on their own. As a result, it felt overwhelming, long, and boring.

Before
Previous practice area simply explained how to use the features, and it was monotonous and lacked playfulness.

To improve this, I designed 3 mini-games that allow students to practice in a more interactive way. My goal was to maintain their attention and make the learning experience more enjoyable.

After: Engaging Mini-games
Game1
Find Hidden Banana 🍌
Use the teleport and move features to discover hidden bananas.
Game2
Open Presents 🎁
Use the grab and delete features to remove the tops of the present boxes.
Game3
Help Penguins Wear Hats 🎩
Scale the hats and place them on the differently sized penguins.
Game1
Find hidden bananas 🍌
Use the teleport and move features to discover hidden bananas.
Game2
Open presents 🎁
Use the grab and delete features to remove the tops of the present boxes.
Game3
Help penguins wear hats 🎩
Scale the hats and place them on the differently sized penguins.
FINAL DESIGN

Website

VR Tutorial Demo

TESTING INSIGHTS - ROUND2

I successfully made the tutorial feel shorter and more engaging. It broadened students’ perspectives on VR and increased their interest in using it.

I conducted round 2 testing with 4 participants. The average time on task was 91.5 minutes, nearly the same as our initial design. However, all participants gave positive feedback on the tutorial length, suggesting the learning experience was engaging.

91.5
min
Average time on task
(Round2 Testing)
100
%
participants left positive comments about the length
(Round2 Testing)
"It’s actually well timed. For someone who dives in fresh, it’s perfect."
"It felt short."

Testing showed that the tutorial broadened participants' understanding of VR and increased their interest in using it for their creative process, meeting the initial goals.

100
%
Strongly agreed
"I would encourage other designers to try out the VR tutorial."
75
%
Strongly agreed
"The tutorial made me more interested in borrowing a VR headset for my coursework or my own design explorations"
OUTCOME

The tutorial was launched at Pratt Institute and made available to headset borrowers.

The tutorial was launched at Pratt Institute and made available to headset borrowers. We attached a flyer to each headset box to inform users about the tutorial. While we are still waiting for data on its impact, such as borrowing numbers and user feedback, our key stakeholder, the Chair of the School of Design, expressed satisfaction with our work.

REFLECTION - If I would do differently....

I would incorporate opinions from students in different fields of study earlier.

Expectation for VR was different across majors (Rendering quality etc)
The exhibition prompt might set expectation that ShapesXR is a suitable for final phase of design
I learned the importance of incorporating users in research phase.

As we conducted more testing, I received feedback from students in 3D-related majors such as interior design. They noted VR's limitations in reproducing material textures, which are essential in their fields. I realized their expectations for VR were higher than we thought.

I chose the VR portfolio exhibition prompt because creating portfolios is a common interest among students. However, user feedback made me realize that this prompt may have carried the assumption that ShapesXR is suitable for the final stage of the creative process and that VR can deliver high-quality rendering.

If I were to do this project differently, I would define our user groups at a more granular level and conduct interviews in the research phase to explore more suitable prompts. This experience reinforced the importance of involving users early in the design process.

DESIGN QUESTIONS

How might we communicate Ceneco Green Power’s commitment to cutting-edge solar technology, sustainability, and energy access transformation through engaging content and visuals?

How might we establish the website as a trusted source of information?

Journey map

We also created the journey map.

Style Guide

We made a style guide to keep the consistency of the product.

ITERATION

We prioritized the issues identified during testing and refined our design to address the critical ones.

After finding 47 issues, we sorted and prioritized the issues to maximize improvements within a limited timeframe. We considered factors such as how many participants encountered the same issue and whether the issue impacted key or subsequent steps. (I applied my knowledge gained from work experience as a software developer here!)