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META QUEST 2
UX PROJECT

The Team
Germaine
Gavin
Joel
Darence
Donovan
Reimagining the Look
The Meta Quest 2 is a VR headset developed by Reality Labs (formerly Oculus) that can be used as a standalone device, or connected to a desktop. Here, the team will be reimagining the whole user experience from the moment they put on the headset, till a proposed launching of an app.
Things we found
Through our extensive research of our intended target audience of existing users who already owned a Quest 2 headset, we found the following pain points:​
"The user is required to remove the headset for login, which disconnects it."​
"The digital dock was centered to the original synced position instead of moving with the headset. It was relative to the original calibrated position."
"The digital dock has lack of customization"
Our Users
Before beginning, we charted out a user flow for both the initial physical setup, and the digital flow.
Proposed Solutions
Revised Dock:
​Allow app customization within the dock (Similar to iPhone's dock).
Reposition information within the dock to better display information and allow ease of access.
Revised Setup flow:
Allow signup without removing headset, thus preventing frequent disconnection.
Main Concern:
Allow users to perform actions without breaking immersion / removing headset / requiring an external device.
Iterative Process
We decided to maintain the initial guardian boundary setup since it was not flawed. The main thing we changed was allowing users to login, and handle wifi settings through the headset, after setting up the guardian boundary. We also redesigned the digital dock to allow for more customization and better readability.



Medium Fidelity:
After going through some troubles with physical prototypes, moving towards the digital prototype helped to remove some human error with the printing, cutting and readability of the prototype.
People generally had a better experience testing with this greybox version of the prototype.
Placement of the dock was the biggest challenge we had as we wanted to test customizability of the dock.


Medium High Fidelity:
Based on the feedback, we fixed some glaring issues and grammar errors. Directly following the Quest 2 UI mockup, we adopted its color scheme in an attempt to keep the familiarity among current users.
Changing some of the UI layouts for the dock also kept new users in a familiar environment as they are placed accordingly.



High Fidelity:
After confirming that the prototype’s stability was robust enough, we moved onto the high fidelity mockup to try and map out the full experience, from start to end.
With the revised new user setup and log in flow, complete with a redesign of the full app flow. We also integrated images to help users during their setup sequence alongside with textual cues.

Prototype
Changes:
Based on our previous findings, we have decided to improve on the prototype and focus on the digital aspect of it. Due to our limitations in acquiring the hardware on a regular enough basis, we could only work on the digital side of things as we could still test without the need for a VR headset or building one to test the changes to the ergonomics.
Solution:
Improved setup and login flow to make the setup streamlined for new users.
Improved dock that allows customization and a better view.
Post-mortem
Full development process only available on desktop
What went well:
We had a prototype that was challenging and it allowed all of us to envision design from an emerging technology, which is not yet fully explored.
Everyone had an enjoyable experience despite taking on a topic that was not familiar.
What didn’t go so well:
Time crunch was definitely an issue, but this was due to us working only within class time.
Unfamiliar topic caused some head scratching, even at times when the team was unclear on how to proceed or if the content was up to standard.
We could have better planned our schedule as we had overlapping tasks during the high fidelity production. Could have mitigated this by letting each other know before attempting to start on a task on their own.
Findings:
We found that it is deceptively hard to represent, illustrate, and tweak concepts that are unique to 3D VR space on a 2D canvas.
There were many UX conventions that seemed to be broken when showed on a 2D mockup, but were in fact to make the experience smoother in 3D space where the user’s head movement and body positions applies rather than just a cursor.
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