VXRFusion | Mixed Reality Project
Project Name : VXRFusion
Role : Lead Unity Developer
Platform : Unity Engine | Meta Quest
Tools : Blender, Unity, Photoshop
Initial Concept, Target Audience, Key Features
VXRFusion was conceived as an innovative mixed reality lab for Quest users, designed to simulate chemistry experiments in a safe, mess-free environment. Our primary goal was to offer an affordable and accessible alternative for students to engage in hands-on learning without the financial and logistical constraints of traditional chemistry labs.
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This project evolved from our earlier application, VXRLabs, which allowed users to conduct chemistry experiments entirely in virtual reality. However, a significant limitation of VR-only labs was the disruption caused when students needed to remove their headsets to complete paperwork or assignments. Recognizing this challenge, we sought a solution that would seamlessly integrate the virtual and physical worlds.
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The answer came with the Meta Quest 3’s passthrough mode, enabling students to perform experiments within the headset while simultaneously filling out assignments in the real world. This approach allowed for continuous, uninterrupted learning, blending the benefits of virtual experimentation with the practicality of real-world interaction.
Pre-Production
The pre-production phase began with identifying the key components that would make for a successful mixed reality project. My primary focus was on creating a user interface that was both simple to navigate and easy to understand. To achieve this, I conducted thorough research into other educational applications utilizing mixed reality, analyzing the tools they employed and the UX strategies they used to guide users toward their objectives.
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This research phase informed our approach to designing an intuitive and effective user experience. I started with conceptual drawings for the user interface, ensuring that the layout would be both functional and accessible. Alongside this, we brainstormed potential chemistry experiments to feature in the application's demo. We settled on the Cabbage pH Indicator lab, a straightforward experiment that would clearly demonstrate the benefits of a mixed reality chemistry lab. The simplicity of this experiment made it ideal for showcasing how mixed reality can enhance learning without overwhelming users.
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Several crucial design decisions arose during this phase, including how users would spawn and interact with the lab, how they would reset it, and how to ensure they understood the required play space. In the following sections, I'll detail the strategies and solutions I implemented to address these challenges.
Design Decisions
When planning the best method for spawning objects—in this case, the chemistry lab—I prioritized ease of understanding for the user. I considered several options: allowing users to spawn the lab by selecting it and physically placing it with their hand, or defining the table play space first and spawning the lab within those boundaries. Ultimately, I chose a simple point-and-click system. This approach is universally intuitive, as point-and-click interactions are familiar from computers, VR games, and even smartphones. By using this method, I ensured that users could easily grasp how to spawn objects without any confusion.
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For the reset functionality, I initially considered placing a floating reset button directly on the lab. However, I decided to keep all primary controls within the main menu for better user accessibility. Consolidating key functionality in one location prevents confusion and creates a more streamlined experience. Users can select an existing lab in the play space with a simple tap, and with one more click, a dashed line from the UI to the object allows them to either delete or reset the lab, all without unnecessary steps.
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Addressing the play space issue was also crucial. Given that the app is available on both Quest 2 and Quest 3, which have different methods for defining passthrough surfaces, I implemented a system that prompts users to create at least one passthrough area if they haven't already. This area is automatically configured to serve as the play space within the app, ensuring consistent functionality across both devices without requiring additional implementation. This solution provides a seamless experience for users on either platform, avoiding any potential confusion or technical hurdles.