DoryVR
Storytelling with Data in VR
(Jan - May '24)

UX Designer
I created the user interface for the VR program’s client-side software. I applied my Architecture background to design the user interactions and layout of the 3D Virtual Reality presentation room. I led the production of multiple working prototypes and engaged in user research, using direct feedback to guide new iterations.
Role
Dr. Kim Hyatt
Professor at Carnegie Mellon University
Heinz College of Information Systems and Public Policy
Dr. Kim Hyatt is the professor for the Heinz College course “Communication in VR”, which teaches Master’s students how to give presentations about data in virtual reality (VR).
Client
The objective of the college course “Communication in VR” is to teach students how to present data in Virtual Reality.
Dr. Hyatt is using Spatial, a VR platform, to host her classes. Students attend class using VR headsets (Oculus 3). Currently, Spatial does not allow students to import or present custom 3D media or datasets.
Students primarily rely on slideshows and 2-dimensional screenshots of data as supplemental materials. However, representing 3-dimensional data in 2 dimensions often produces visual clutter and information overload. In addition, students also found 2D data less interesting to look at, and were therefore less engaged.
Context
Spatial does not offer a way to view data or media in 3D.
Class presentations feel too traditional and “2D”. Students are unable to aquire skills on how to present 3D data in Virtual Reality.
To create a custom VR environment for peer-to-peer presentation of a diverse range of media types, including custom 3D data.
To familiarize students with VR technology, and enhance the data storytelling experience.


Questions
Our team came up with research questions that would help hone our project focus.
How do we make the process behind learning to storytell with data in VR more involved for students?
What is the process behind learning how to communicate in VR like? What are some common behaviors that occur?
To answer the research questions, our team compiled the following:
Literature Review on education and data visualization in VR
Competitive Analysis of four VR data visualization tools to gauge what the climate of data storytelling in VR is currently like
2 classroom analyses where we shadowed both students and instructors to gain a holistic understanding of the education process
5 follow-up contextual inquiries with students to learn about their behavioral patterns, roadblocks, and overarching goals for VR presentation
5 interviews with VR experts where we asked questions about the state of XR (Extended Reality)
Methods
Classroom Observation
Students are presenting a slideshow in a VR space, while the professor watches and critiques.

Mapping
Based on our research, our team created an affinity diagram and empathy map.
The affinity diagram helped us discover overarching themes and pain points amongst our users, which include:
The empathy map helped us find unique behaviors and pain points that occur in a VR environment.
Insights
XR creates a new environmental dimension of interaction
XR limits accessibility and nonverbal communication
Students face behavioral barriers transitioning from traditional classrooms to XR. Avatars in VR cannot use eye contact, facial expressions, or body language, which restricts communication.
Presentation in XR adds flexibility and alleviates social anxiety
Presenting through a digital medium reduces speakers' nerves. Students can join class remotely, and access private supplemental material to help them present.
Due to its novelty, there are technical limitations which prevent VR from being used robustly
Students experience glitches and technological limits using VR, as certain features that bridge the reality and virtual world have not been integrated yet.
AR (Augmented Reality) can be used to create more nuanced communication spaces than VR alone
The combination of AR and VR features can create a more robust learning environment.
Brainstorming
We used sticky notes on a virtual wall to discuss and compare ideas, identifying the viability of proposed solutions.
We hosted a design charrette session to narrow our focus on which key features to develop.
Key Features
Change the environment from VR to AR; users can hybridrize their data storytelling experience
Virtual avatars that track and emulate your body language and facial expressions
Control visibility of a presenter’s object or other digital item
Use AI to automatically orient presentation objects towards audience members and presenter
Virtual cursor that helps direct attention for a presentation or collaborative assignment
Virtual tablet that helps student present, receive feedback, and direct audience attention
Tutorial video to help users overcome VR learning curve
Object in XR scene that presenters can use to present 3d data or models
User Flow
User Tests & Prototypes
We conducted multiple think-aloud tests with a total of 12 students in the “Communication in VR” class throughout our product development.
Feature 1: Individual Dashboard + Pointer
QUESTION: Should the private dashboard be tablet-sized and appear in front of the speaker, or SmartBoard-sized and appear in the back of the room?
QUESTION: How will users interact with the features we offer in the design of the individual dashboard for presenters?
Feature 2: Levels of Immersion
QUESTION: Is this something that users believe is useful and applicable to their classroom setting?
QUESTION: Does effectiveness of the tool translate through the simple, slider-based UI? Is this something students see themselves using during presentations?
Feature 3: Interactive Scalable Data
QUESTION: Should the 3D data appear on a presenter's table at the front of the room, emulating a traditional classroom, or should it be scaled up to fill the room so the audience can "walk" through it?
QUESTION: Do the updates to the design of the presentation room create a more intuitive user experience?
FEEDBACK: Users enjoy the architectural updates to the room. They believe our idea could be more fleshed out if we included more detail, such as labels on the data. In the first version, the presentation table is too far away. The scaled up version is more playful and interactive.
Feature 4: Presentation Recording for Feedback + Self-Reflection
QUESTION: Should the feedback be specific to certain points in the transcript, or should summarize the presentation as a whole?
QUESTION: Does the timestamped feedback in the recording dashboard help users self-improve?


DoryVR is a collaborative Extended Reality (AR + VR) program that allows users to present both 2D and 3D data

Demo Video ⤵️
Final Report ⤵️
Individual Dashboard + Laser Pointer
Presenters and audience members can access a private tablet that provides supplemental content.
Presenter's Dashboard
Audience's Dashboard
Presenter's Laser Pointer

Interactive, Scalable 3D Data
Users can display, scale, and interact with data in both 2D and 3D, allowing for the effective communication and presentation of multidimensional media.
Interactive 3D Data
Scalable Data
Adjustable Levels of Immersion
Users can adjust the level of immersion between AR and VR for a less distracting user experience.
Adjusting the Level of Immersion
Augmented Reality
Due to time limitations, our group was not able to program a fully functioning program with comprehensive integration in VR. If we had more time, this would be the next step.
Building an independent virtual reality program brings its own UX challenges, including…
Building a custom VR classroom environment
Our research showed us that surreal backgrounds may increase classroom happiness and memory retention. I would love to apply my architecture background, and use the limitless possibilities available in VR to craft custom classroom environments to facilitate better learning.
Integrating AI to help improve accurate data communication
As AI robustness quickly improves, I would love to explore the the way generative content can help give feedback to students’ presentations.
Our avatar standing in our custom designed environment, created in Minecraft and used during our Mid-Fi user tests
The limits of Virtual Reality are endless – anything you can imagine, you can create. Tackling a project with an entirely new and completely customizable spatial dimension presented unique challenges, but it also expanded my definition about the scopes of UX design.
It was especially rewarding applying both my UX and Architecture background to the design process. Understanding the relationship between the user and their greater spatial environment helped me create a user flow and UI in 3-Dimensional space. I enjoyed exploring the relationship between the user and their greater spatial environment, and understanding the ways which their psychology is influenced. For example, the VR classrooms that the students were using were very vast in scale: they had high ceilings and open concept spaces. Students described this novel environment as more attention-capturing than traditional classrooms, and thus felt more engaged in the learning.
One of the most fascinating facets of this project was navigating what I call the “2.5D” nature of VR. While users can see and perceive spaces in 3 dimensions, they can not physically interact with them. Designing for this unique intersection required trust in the iterative process, and guidance via user feedback, which often pushed me to rethink my assumptions and uncover more intuitive solutions.
This project has expanded my perspective on UX design, and reminded me why I’m so passionate about this field – it’s a constantly evolving space where technology pushes the scope of human experiences. It was a privilege to be able to work with novel, innovative tech such as the VR headsets, courtesy of the CMU HCII lab. I’m excited to continue exploring how UX and novel tech can redefine the way people approach challenges.