FitVR – UX Solution for Cybersickness in VR/AR

Class: UXDG 101 – User Experience Design Methods (Spring 2024)

Tools & Skills: Figma, Adobe XD, UX Research, Design Thinking, Wireframing, Team Collaboration

Focus: Emerging Tech, Health & Wellness UX, Interaction Tracking

Project Overview:

As part of our first UX design course, we were asked to develop a product or service that responds to a modern opportunity created by new technologies. Our group focused on the rising issue of cybersickness in VR/AR experiences, a common but under-addressed problem. We created FitVR, an application that helps monitor and reduce the symptoms of cybersickness using real-time tracking, data insights, and personalized recommendations.

The Process:

We began by identifying broad opportunity areas, then pitched and voted on four potential topics. I joined the VR/AR + Health team to explore how UX could improve user comfort in immersive tech.

Our solution—FitVR—was designed in Figma and Adobe XD, and it includes:

  • Track: Logs user symptoms and activity before, during, and after VR use

  • Analyze: Identifies usage patterns and symptoms through data analysis

  • Recommend: Offers personalized guidance to reduce discomfort and improve future sessions

Reflection:

This project introduced me to the power of UX frameworks, including How Might We… questions and user-centered insights. Even though it was my first UX class, I discovered how meaningful design can be when it prioritizes wellness. FitVR represents the start of my journey in building thoughtful, inclusive, and future-ready user experiences.

View the chosen team proposal → [Download PDF]

View the process book → [Download PDF]

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