Immersive Mementos

A magical way to step back into the moment.

Be it a 360° photo, a VR video or a 3D model - with the power of virtual reality, Immersive Mementos can:

  • take you back into the immersive experiences you collected or captured.
  • help you create a visual journal - record your thoughts and feelings from the experience.
  • gather friends to share your curated memories and co-create visual journeys.

INTRO

Why Create The App?

Immersive Mementos seeks to fill an anticipated need to harness the growing popularity in capturing and sharing immersive content. The current apps available are inadequate and unintuitive for reviewing, personalizing, and sharing immersive content. A common problem is that previously effective 2D UI on flat screen often becomes a “fourth wall” which breaks the user’s immersion. A native and immersive tool is needed to fully utilize the benefits of the immersive workspace.

How It Works

Immersive Mementos is set up to optimize the process:

  • review all your immersive experiences - captured or shared - in the Library and curate them into Collections.
  • immerse yourself in an experience and personalize it with notes and audios to create an Immersive Memento.
  • invite your friends into a virtual living room to view and co-create a visual journey using each others' Mementos.

Project Details

  • Role: XR interaction designer, XR developer
  • Focus: ideating, prototyping in Unity & scripting in C#, testing
  • Duration: 10 weeks, personal project

Design Process

Design Thinking

To better explore the design process for XR, I employed the 5-step Design Thinking process as the framework, enhanced with 3D and interactive design tools to efficiently iterate and prototype ideas.

  • Concepts app for brainstorming
  • Figma for brainstorming and 2D UX design
  • ShapesXR for quick 3D storyboarding
  • Unity with XR Interaction Toolkit to protype and test
  • Rhino and Blender for modeling and visualization
  • Notion for design framework and project management

define & Ideate

Vision & Sketches

The project is aimed at a scenario where everyone has easy access to capture and share 360 photos and videos. To facilitate the ideating process, I use the persona of a college student who wants to create a visual journal of her trip to San Francisco. With this visual journal she can revisit the immersive moments she captured and share the trip with her friends. From there, I branched out to several analyses and ideations including scenarios, UI components, and space design.

Storyboarding in VR

overview

Library Scenario

When the user initially enters the app, she sees a 3-panel layout which offers an overview as well as a quick look at the content with descriptions. From here she can preview and organize multiple immersive mementos.

Immerse Scenario

When the user is immersed in the memento, she will want to enrich the image with personal notes and thoughts. She can choose to share the comments with friends or create a portal to another related memento for them.

Collaborate Scenario

When the user wants to curate individual mementos into a visual journey, she will gather her friends into her virtual living room. They will work together to create a 3D map with their favorite mementos and add their comments.

storyboard walkthrough

Prototype

Features

Library

To create intuitive and fun interactions from the beginning, the main interface harnesses the benefits of both 2D informative UI and 3D Diegetic UI.

Immerse

To ensure the user’s full immersion, the main interface is simplified to some essential features. The memento serves as a 360° canvas for personalization.

Collaborate

Friends gather around a tabletop 3D map to view and collaborate on their mementos. User flows are optimized to promote social interactions.

Contextualized Input

As the primary input points, controllers are designed with simplicity in mind. Buttons and tooltips are contextualized to the user's task at hand.

Prototype - Library

Storyboard to Prototype: Library

  • As the information density increased, I reduced the size and content of side panels so that the focus is on preview & mementos in the center.
  • The storyboard widths were too wide to fit in 90° POV. Reducing the overall width provides visual comfort without head turning.
  • To emphasize the interactable Collection tray, I added more spacing and realistic textures to separate it from the environment.

Prototype - Library walkthrough

Prototype - Immerse

Storyboard To Prototype: Immerse

  • The main interface is inherited from Library scenario and optimized to minimize distraction to the user.
  • Similarly, subtle animations are manipulated to mark the transitions of scenes and to provide clear affordance.
  • As the project grows more complex, a small-scale design system is created to tidy up the numerous prefab variants and scripts.

Prototype - Immerse walkthrough

Prototype - Collaborate

Storyboard To Prototype: Collaborate

  • All user flows are diegetic, which means all interactables are in 3D and have to be carefully planned out and refined in harmony.  Polished interactions ensure natural behaviors and deeper immersion.
  • From static concepts to interactive prototypes, one storyboarded interaction can be broken down into multiple granular interactions, from automatic trigger to interactable visual journey map with 3D terrain.

These fine-tuned interactions include:

  • grab interactables - mementos
  • simple interactables - control buttons
  • socket interactors - mementos on the visual journey map, and memento trigger slot

Prototype - Collaborate walkthrough

Prototype - Input & Game Manager

Storyboard To Prototype: Input

  • As the primary input, controllers are designed with simplicity in mind.
  • In terms of the design process, sketching is a very efficient way to brainstorm various control mappings unique to this project, while keeping some widely adopted conventions.
  • After some quick user testing, I realized that the complexity of controls can be overwhelming to users. To reduce the cognitive load, I meticulously contextualized buttons and tooltips to the task at hand, meaning that only applicable buttons and tooltips are highlighted at any given moment. See videos below for examples.

High-Fidelity Prototype Walkthrough