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]