MasterpieceVR (MPVR) is a 3D sculpting and painting tool that allows users to build tangible objects, colourful environments, and high quality models. It also allows users to sculpt with friends in the same room in real time, or invite spectators to watch while the user creates.
MPVR was seeking a solution to meet the needs of a simple and easy-to-use annotation system that utilized cutting-edge industry tools. Working with MasterpieceVR involved designing and developing an aesthetically-pleasing and highly functional way for users to annotate their internal and external 3D creations.
I joined MPVR as a new interaction design grad and worked with a team of 2 UX designers and 3 game developers. At this time, MPVR was a fresh startup. I led the UX and UI across every aspect of our annotation project was responsible for ensuring our we stayed on track with our timeline and met all of our technical and usability requirements.
My key contributions to MPVR:
Being a new and niche tool, MPVR was working quickly as a startup to set itself apart from competitors. To open themselves up to a bigger market, they needed a tool that could be utilized by professors and students. Providing this annotation tool would enable professors and students to take and leave notes while in a virtual space.
My research encompassed:
We had a three month window to deliver our solution. To effectively kick off our project, we ran five day design sprint following Jake Knapp's process in The Sprint Book. Using this sprint method we could accelerate our approach towards innovating and solving our problem.
Day 1: Map
By mapping the user journey, we could better understand how many potential steps the user would need to take. By analyzing all the possible solutions, we could also see steps in the process that could be condensed or removed all together, simplifying the journey.
Day 2: Sketch
Next, we sketched various solutions, revealing consistent themes in our mapped user journey and unique approaches to the problem. While some team members shared similar ideas, each presented a distinct conceptual sketch.
Day 3: Decision
We voted using colored dot stickers to highlight elements in each map and sketch that we believed would drive the best solution. Following a thorough review by the CEO and project lead, a map and sketch were selected as our focus for the remainder of the timeline.
Day 4: Prototype
We collaborated closely with game developers to craft a rapid prototype. I tested it in virtual reality during development to ensure alignment with the selected map. The prototype featured basic visuals like blocks, spheres, and cones at this stage.
Day 5: Test
On the fifth day, we conducted user testing with a diverse group of students and professors, including both VR-experienced and inexperienced individuals. Valuable feedback from these tests informed the subsequent adjustments to our user journey mapping and interface design.
Running our sprint revealed key targets that our design solution needed to meet:
After extensive user testing and feedback integration, we reached a final prototype stage. I mocked up a 2D visual for what would be our final prototype:
We presented our final working prototype and ran a live demo to students and professors. We had a lot of great feedback and carried this forward with a final project report.
Whiteboard artwork I created to support the brand and visual display of our live demo.