Overview

Maloka is a meditation game designed for both VR and mobile platforms. My role involved revamping the UI for the VR app to attract investors and address crucial functionalities missing from the initial POC.
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The team

Project manager, UX designer, UI designer (me), Technical artist, Q&A & multiple Devs

My toolkit

Figma, ShapesXR

Context

This project was developed remotely with the teams of Unity Accelerate Solutions, now part of Capgemini

Understanding the user

In collaboration with the UX designer, I defined two High-level Personas to:
  • Know the target audience's location
  • Understand their habits and goals
  • Define their technological proficiency
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💡 Insights that guided the visual design process

Insight #1
Meditation as the main focus for the adult audience
Insight #2
Games as the main focus for the younger audience
Insight #3
Keep the relational part present
Insight #4
Openness to exploring new technologies

Ideation

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To define the elements and interactions within the Maloka app, we conducted a Benchmark to:
  • Gather visual style references from other games and meditation apps (VR and mobile)
  • Gain insight into diverse interaction approaches
  • Comprehend the visual hierarchy of elements within the 3D space

💡 Insights from the Benchmark

Insight #1
The main panel is prominently displayed in front of the user, while sub-panels are positioned at slight angles on the sides
Insight #2
Colors and fonts are employed to reinforce the hierarchical structure
Insight #3
Meditation apps often employ more gentle shapes, such as circles, to create a soothing visual experience for the user
Insight #4
Haptic feedback serves as a guiding mechanism, enabling users to deeply engage in the experience

Maloka’s visual identity

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Visual design (Hi-fi)

My job was to translate the Lo-fi wireframes the UX designer created into Hi-fi wireframes (mockups) respecting Maloka’s visual identity. There was also a reflection on how to present the information in the 3D environment in terms of font size, color contrast, etc.

God view

This space provides context about the user’s last game session and any updates to the gameplay
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Rewards

In this space the user can see their portal rewards
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Program board

Here the user can access the full catalogue of meditation programs
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Stats board

This board gives users a sense of progress and encourages them to return and play
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Prototyping

I proposed using ShapesXR to help the development team visualize element positioning and distances more accurately. This streamlined the 3D prototyping process, considering ergonomic factors to prevent arm or neck fatigue and dizziness.
 

Virtual dummy

I used a seated virtual dummy to simulate an average-sized human. Developers could move around and position their head 'inside' the dummy's head, providing a more accurate sense of distances and orientation.
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God view

I put notes on the side of each panel to specify the rotation degree
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Stats board

I added a red bar to indicate that the upper part of any displayed panel should maintain a consistent height
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Program board

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Final thoughts

Outcomes

4 month’s delivery

30+ UI elements created

1 comprehensive Design System

Established a streamlined prototyping process

Successful remote collaboration (FR & US)

Next Steps: Actions I would have taken

 
Step #1 — User testing
To measure the impact of UI design decisions on user comfort.
 
Step #2 — Mobile version
Adjust the mobile version to align with the new VR design.
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