VR interface pack

FitXR, OCtonic, demeo, vrchat / 2022-2025 / product design

a collection of virtual interfaces including cleint work, hackathons & consultations. this work is mostly focused on interface & interaction design.

octonicVR audit, product interactivity & brand redesign

octonic is a virtual start up working on creating experiences to use while using a treadmill - all connected through bluetooth. I was brought in to audit, redesign & find a new language for the app. The interface needed a general clean up and updates to interactivity - the direction i came up with was to simplify it, and making it look like a part of the machine it's connected to, finding a unique take on the ui.

redesign of the home lobby & class card system for fitXR

1 The highlight is way more accentuated than before, so it is easier to focus the user's attention. The main highlight card is more expressive than a regular cardit's supposed to be an excitement-direct action card.
2 - The multiplayer and mobile pair are moved to the side panel (hone tab).
3 - LESS MIND LOAD IN THE MENU, SIMPLIFIED CATEGORIES AND CLEAR INFORMATION ARCHITECTURE.
4 - CARD SYSTEM IS BASED ON DIFFICULTY (COLOR), STUDIO TYPE (SHAPES IN THE BACKGROUND) AND TRAINER (PHOTO)
5 -THE SEARCH BAR IS CLEARLY STATED AND READY TO USE ON HOVER - THAT REMOVES ACTI0ON STEPS

the redesigned home lobby saw a 38% increase in user engagement.

cues and gameplay feedback

The design of cues and feedback for FitXR focused on intuitive and immersive user guidance. Target shapes were crafted to suggest specific movements, while feedback signals like hand trails, dynamic lights, and trainer comments ensured users could follow actions easily and stay motivated. These elements combined to create an engaging and performance-focused VR fitness experience.
The design process for creating target cues in FitXR involved crafting shapes that intuitively guide users' movements while maintaining the immersive nature of the VR environment. Each target shape was meticulously designed to suggest specific physical actionsvertical bars for punches, angled shapes for hooks, and circular targets for uppercutsallowing users to understand the required motion instinctively. I collaborated closely with fitness experts to ensure the targets aligned with workout goals while enhancing the game's dynamic feedback. Testing with users provided insights into how these shapes could balance clarity, engagement, and challenge, ultimately creating a system that seamlessly merges fitness with interactive design.
The design process for creating feedback signals in FitXR focused on delivering clear, engaging cues that reinforce performance and motivate users. Visual signals, such as dynamic lights and the trainer podium, were crafted to provide immediate feedbacklighting effects and color changes indicated accuracy and intensity. Hand trails were introduced to mirror the trainers movements, making it easier for users to follow complex actions. Scene designs were tailored to keep the user immersed, while encouraging comments and animations from the virtual trainer added an emotional layer of encouragement. This multi-sensory approach ensured users stayed informed and motivated throughout their fitness journey.
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