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VR.EDU Educational User Interface

3D Model | User Interface Concept for Education

Client Name

VR.EDU

Timeline

10 weeks

Objective

Create a 3D model of a virtual reality interface illustrating a concept aimed at transforming our approach to education by providing K-12 lessons delivered through VR/AR and interactive digital content.

3D Model | User Interface Concept for Education

Problem

Visualizing the Future of Education

VR.EDU is a virtual reality company that believes using VR technology should not only be used for gaming purposes but that it can have a greater impact in society. Imagine the transformation in our children’s development if they could all afford to step outside of their bubble at a young age and see the world for all the beauty and diversity it has to offer. VR.EDU makes this dream a reality by harnessing the power of virtual reality to send young students on historical and cultural expeditions that bring a whole new level of engagement to their education. To attract investors, the company needed a live 3D rendered interface concept of their program. We built a multi-layered interface in Maya to demonstrate a fresh, highly interactive approach to studying digital content. With a touch of animation, this model demonstrated the innovative process of using VR goggles and haptic gloves to turn a textbook into a fountain of engaging knowledge.

Strategic Considerations

Virtual reality can be overwhelming at times, especially when extreme heights or lots of motion is involved. To help students get their feet wet, we should consider an augmented reality supplement that brings life-sized virtual objects into their classrooms. Students should also be able to collaborate in team-oriented lessons where they can easily see and speak to everyone in the classroom while engaging in Augmented Reality-based content.

Approach

VR.EDU User Flow Interaction Map

User Flow Mapping

Moodboard

VR.EDU Adobe Fresco Concept Sketch

Concept Sketching

Concept Sketch

VR.EDU Haptic Controller Sketch

Haptic Controllers

Wireframe

Disrupting the Way We Teach

Client Message/Tone

VR.EDU believes that Virtual Reality should not only be used for gaming purposes but that it can have a greater impact in society. 
Imagine the transformation in our children’s development if they could all afford to step outside of their bubble at a young age and see the world for all the beauty and diversity it has to offer. VR.EDU makes this dream a reality by harnessing the power of virtual reality to send young students on historical and cultural expeditions that bring a whole new level of engagement to their education. 

Competitors

Our three biggest competitors are Unimersiv, zSpace, and Google Expeditions. These competitors offer thorough curriculum and have over 1M users. We are ahead of them in graphics resolution and subjects offered, but we are behind when it comes to the number of expeditions available.

Audience

The Brand appeals to young students K-12 who attend public school and express an interest in gaming and/or travel.


Gender: Male & female
Age: 7-18
Profession: students, teachers, administrators
Personality: Curious | Explorative | Naïve | Aspiring | Adventurous | Earnest | Fun-loving

Solution

Unprecedented Accessibility & Functionality

Defining the Space

When used in classrooms, students will all have access to the VR.EDU glasses, which allow for individual and collaborative learning experiences.
Students will navigate the interface using two handheld controllers that wrap around their hands and are sensitive to the lights on the googles as well as the cameras set up around the classroom.

One Textbook, Thousands of Lessons

The learning interface is broadcast through special journals, or digitally enhanced textbooks, that project learning materials and tools into their classrooms. These textbooks contain thousands of lessons across five subjects: math, science, history, english, and culture/language. Each subject provides various ways of interacting with and learning new material, such as games, assignments, videos, and quizzes. Some subject areas have their own special interaction components, like the ability to "time travel" in history lessons or the ability to explore outer space in science lessons.

Augmented Collaboration

To complement the virtual reality curriculum, students may access their materials through the Augmented Reality component of their textbooks. For example, if a student wishes to review the periodic table, they may simply open their journal, put on their goggles, and flip the switch from VR to AR. They can then access the material in a similar format to how it appears in virtual reality but without full 360 immersion. In AR mode, the classroom is visible behind the interface. This allows for group exercises and collaborative assignments. It also provides students with a break from what can sometimes be an overwhelming experience.

Enhanced Interaction with Haptic Controllers

Students will use special hand controllers to interact with the 3D space. The controllers will sit on the back of each hand and will thread across each of their fingers, eliminating the risk of thrown controllers and allowing for ultimate sensitivity. The level of sensitivity these controllers provides allows students to reach an unprecedented level of interaction with the 3D space. For example, they could use simple grabbing motions to climb with their hands.

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