Topik VR App

Inspire conversation and debate with VR technology
Team
CEO, 1 BI, 2 Unity Devs,
1 Backend Dev, 3d Generalist & myself
Tools
Sketch, Modo, Unity, Firebase,
Invision, Monday.com
Timeline
4-weeks
design sprint
The Goal
VR has tried to live up to its promise since 2012. In 2017, there was a great opportunity to capture a slice of the market for VR-ready mobile devices. We launched as a proof of concept to find investment for the milestones ahead.
My Role
I was responsible for the product strategy, user research & Analysis, MVP definition, wireframes, UI design & prototyping, Illustration/Icon design, usability testing and strategic alignment with other areas of the company.

Problem Finding

"I can only use VR when I am at home"

“Who is this random person in my space?”

”Communicate gestures and emotion to other users”

Competitor Analysis

We researched how Topik compares with its competitors. They included Facebook Space, Altspace, vTime, Rec Room and Big Screen.
The beachhead market targets Google Daydream VR users as there is a large untapped market to capture as more VR-ready mobile devices come out, especially the games sector.

User Research

The high end player - Male - age 22 - 31
- Only demographic to use PSVR (52%) over any other headset - Three in four use VR to play games. Spends up to twice as much each month on VR content than any other audience segment ($43)
- Spends almost 5 minutes longer per VR session than any other demographic (18 minutes)
- Most interested in content that features their favorite athletes (34% are interested)
The starstruck Explorer - Female - age 19 - 27
- Most compelled by content where they can explore landmarks and locations (37%)
- Want to see their favorite celebrities (24%) and fashion designers (23%) in VR.
- Willing to spend more than older demographic on tickets to VR events ($19)
- Spends more than twice as much on console content ($47) than mobile ($17) or PC ($21)

The beachhead market

Persona

Gamers interest in VR.

Tom, 25
A software engineer at Blizzard. He has been a crazy game player since he was a little boy. He isn’t very outgoing and tends to be quite when meeting new friends but after a few meetings, he would be very active and talkative. He usually spends an entire day to play games with friends every weekend. Recently, some of his friends becomes interested in VR. To play with his friends, Tom also purchased an HTC Vive. He is excited about exploring the new 3D world, playing 3D games and meeting his friends in the virtual space.

How Might We improve the social experience in VR?

We used the Design Sprint method to collect challenges, ideas, data, and prioritize them for the team to execute.

Creating the Foundation

I started by creating a flowmap to plan the foundation for designing the app and communicated with devs in early stage. I designed in Sketch and transferred into inVision to build an interactive prototype and tested the user story with 5 different individuals.

Main Features

  • Discovery Channels - Connect users to nuanced topics in areas of interest.
  • Connect mobile to VR - Users without VR headsets are able to particpate in the conversation.

  • Social Mechanic - Users can follow other users and subscribe topics they’re interested and get notififed when they broadcast.
  • Enable Twitter - Allow users to create channels about trending topics with Twitter login.
    Turn trending hashtags into VR chatrooms.
  • Live debate - Users can vote and support what they care about.

Brand Creation

01

Users could be immersed in a VR space and play games like mini golf, basketball, spin the bottle, or trivia.

Watch and listen to debates, share thoughts through group chat.

The VR Soapbox

Users can be part of the conversation even outside VR using mobile app mode.

Share genuine opinions, with a secret identity avatars.

UI Design

Created a UI system that will work in the VR space and mobile. Produced UI components to ensure consistency across the different platform and experiences created.

Outcome

500+ Download at launch
Featured on Play Store

What I have learned from this project?

  • Constraints in Mobile - The hardware constraints, the latency, device overheating and battery consumption can dampen the VR experience, no matter how fun the game or useful of the software. The 3d models has to be optimized and suit the frame rate that a mobile device can handle. We chose a graphic style that best suit for the tradeoff.

  • Feasibility - Make sure to trade off and the feasibility on the tech (photon engine limitation). It will be expensive to change course as the project evolved with technical challenges.
  • VR UX-  Design an optimal distance so users can focus on objects and the text also be large enough to be legible. All virtual objects must be locked relative to the world, not to the user’s head. Keep the UI in a stable horizon line and comfortable content zone, so it won't create stress for users neck.

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