Immerse - First Mission

The First Mission App was developed as a universal training tool to help first time users learn the basic fundamentals of VR. Set in a bright, minimal workshop, in the countryside, the experience aims to be a calm, clean and neutral space to cultivate learning and experimentation. The app walks users through three progressive workstations designed to teach new core VR skills: grabbing, rotating, teleporting and using tools.

Immerse - First Mission

The First Mission App was developed as a universal training tool to help first time users learn the basic fundamentals of VR. Set in a bright, minimal workshop, in the countryside, the experience aims to be a calm, clean and neutral space to cultivate learning and experimentation. The app walks users through three progressive workstations designed to teach new core VR skills: grabbing, rotating, teleporting and using tools.

Immerse - First Mission

The First Mission App was developed as a universal training tool to help first time users learn the basic fundamentals of VR. Set in a bright, minimal workshop, in the countryside, the experience aims to be a calm, clean and neutral space to cultivate learning and experimentation. The app walks users through three progressive workstations designed to teach new core VR skills: grabbing, rotating, teleporting and using tools.

client

Immerse

My Role

Creative Lead / Owner

Target Hardware

Meta Quest 2 & Pico Neo 3

Date

Jan 2024 - May 2024

client

Immerse

My Role

Creative Lead / Owner

Target Hardware

Meta Quest 2 & Pico Neo 3

Date

Jan 2024 - May 2024

client

Immerse

My Role

Creative Lead / Owner

Target Hardware

Meta Quest 2 & Pico Neo 3

Date

Jan 2024 - May 2024

Contributions

Creative Direction & Experience Design

  • Led the concept development and ideation of a modular, workshop-based onboarding environment with progressive complexity

  • Developed visual tone and environment layout to balance brand flexibility

Interaction Design & UX Architecture

  • Prototyped end to end for efficiency, gained valuable feedback from internal stakeholders and used base model to inform final 3D model sizing and layout

  • Researched already existing applications that cover similar objectives, developed these mechanics further from my own experience of navigating first timer users through apps

  • Staged learning approach: simple interactions at first, progressively combined into more complex tasks.

  • Guidance Hierarchy: glowing fingers> ghosted hands > tooltips> VO as a last resort, keeping in line with localisation requirements

  • Designed teleportation paths, tooltip progression logic, and snap mechanics for placement feedback

Design Documentation & Systemisation

  • Created details design documents outlining all end to end user flows, asset lists, workstations logic, guidance systems, environmental triggers and sound FX

  • Defined minimal VO approach

Other Contributions

  • Producing, prototype, 3D modelling, UI design and collaborated with another artist on texturing

Problem
  • First time users needed to learn and familiarise with VR quickly to ensure fair assessment in real training modules

  • The app needed to address users that struggled with unfamiliar VR concepts and interactions like teleporting, rotating, grabbing and tool use.

  • Key constraints included balancing tight deadlines whilst working on other multiple live projects, ensuring accessibility for first time VR users and hardware limitations of Quest 2 and Pico headsets.

Solution

Key Features

  • Modular onboarding progression over workstations, timed guidance to limit frustration, animated guidance arrows, haptic feedback and object snapping guidance

  • We implemented controller orientation, step-by-step visual guidance, contextual tooltips, ghosted hand prompts and finger highlights for button pressing to make the user journey responsive and intuitive

  • The result UX reduced user frustration and allowed onboarding to feel playful while reinforcing learning

outcome
  • Internal users showed high satisfaction, better interaction retention and overall delight in the experience

  • This resulted in the app being used in the Immerse Marketplace for timer users

  • Further improvements could be made to elevate the tactile feel of certain object snapping and launch interaction