Before beginning the project, the team needed to have a strong understanding of the common problems that existed in the VR landscape. There were a couple of key problem points that were relevant to our project that we examined and discussed.
In order to address some of the challenges in the problem space, the original Viveport service was launched in January 2018. Users could purchase VR titles but could also opt-in to the subscription service where they were allowed to "pick and play" five titles. While this model addressed the limited accessibility of VR content, it also created a number of frustrations from the user's perspective.
Our team needed to gain insight in order to leverage our platform to enhance the customer's experiences. We began by considering how the "all you can play" subscription would be integrated within the VR ecosystem in order to make sure both developers and VR users's needs would be satisfied.
Equipped with the insights we had gathered from the previous discovery phase, we started by creating an idealized customer journey experience. We referenced past NPS surveys and used concept mapping to examine possible opportunities.
For 2D touchpoints we set out to re-design many of the existing components and attempted to create a more modular design system. Modules were interchangeable sections that would work across resolutions and platforms. For prototyping 2D areas, we used UXPin, a React.js based prototyping tool that allows for true CSS interactive states, logic, and code components.
I was also responsible for creating some low to mid-level VR prototypes to test Viveport Infinity VR concepts. For higher-fidelity VR prototypes, I worked with the team's VR prototype to make adjustments and to give feedback to designs. To validate early concepts, we utilized a Sketch plug in called "Sketch-to-VR" (later we would start using DraftXR) and Google Cardboard before forwarding the concept to our VR Prototyper.
To measure our success, the team monitored key metrics such as our NPS score and number of subscribers. We also listened to reception from our target audience and found that key task flow success rates had risen across the board.
Working Viveport Infinity provided me with a lot of new understandings for designing in VR. The problem space challenged me to think about how we can could make things as smooth as possible while still considering technical limitations. While the live product does have its kinks, I'm proud of the immense amount of work that the Viveport Infinity design team put in to creating what still has the potential to be a widely successful service.