"Zoom in the Metaverse" revolutionizes virtual collaboration by seamlessly merging augmented and virtual reality technologies. Offers an immersive experience, transcending traditional online meetings and introducing a new dimension to communication and collaboration in the evolving metaverse.

Overview

This project is a collaborative effort between Next Lab and Zoom Innovation Lab at ASU.

In the first year, the team developed a proof of concept in unity to showcase the solution’s potential. The second year focused on building a working prototype. I joined the project in year two as a UX designer and researcher.

During this phase, the team addressed changes to Zoom’s SDKs and security requirements to restore full functionality. In close collaboration with Zoom developers, the team rewrote the integration to enhance compatibility. With the video connection nearing completion, we are ready to incorporate VR headsets and test the solution within the ASU community.

Role:

UI/UX Designer and Researcher

Timeframe:

2022 - 2023

Team:

Aaron Huggins (Project Lead)

Devam Choksi (Developer)

Keval Shah (Developer)

Euny Chun (UX Lead)

Abhiraj Chaudary (3D designer)

Problem Statement

Create a solution that bridges the gap for online students by enhancing their learning experience, making it more interactive and engaging to foster a stronger connection to their educational environment.

01

Research

User surveys were conducted in previous phases of the project, the survey results were analyzed and vital parts of information were organized to develop personas.

Focus group participants appreciated the convenience of remote learning, especially the chat feature for real-time comments during lectures and the chance to connect globally. However, they found remote learning to be impersonal and socially isolating, and they faced technical difficulties with accessing recordings. For an interactive virtual campus, they envisioned features like virtual social spaces, scavenger hunts, ASU-themed games, chat rooms with events, music and sports gatherings, study groups, lectures, career fairs, and wayfinding tools.

Potential Users

Students

Students can gain from a virtual learning environment that provides engaging and interactive content.

Educators can use this platform to present lessons and engage with students in creative ways.

Educators

Institutions

Schools can adopt this platform to enhance or replace traditional learning with a virtual experience.

  • Enhance the user experience in both real and virtual worlds by developing and exploring new features.

  • Utilize the Zoom SDK, and Zoom Apps, and collaborate with the Zoom Spots teams to advance the prototype to a Minimum Viable Product (MVP).

  • Stabilize the prototype for deployment and testing with actual users on the ASU campus in Phase 1.

  • Continue innovating by adding new features, integrating newly released Zoom features, and exploring new ways of interfacing between 2D and 3D in Phase 2.

Defined Solutions

2

Enhance Social Interaction

Create virtual spaces where users can connect, interact, and collaborate more naturally. Add interactive features and customizable avatars in virtual environments.

User survey results and ideation (Phase 1)

Personas

Interactive Buttons

Improve social interaction and diversity.

Project Goals

1

Enhanced communication through VR.

Seamless VR Integration

Develop user-friendly interfaces tailored to VR interactions. Offer tutorials and guidance for new users, with options for VR and non-VR participants in virtual events.

Technical reliability and flexibility.

3

Reliable Technical Support

Ensure robust testing and optimization, and provide accessible technical support resources for a smooth user experience.

02

Following the research phase, our UX team iterated sketches and developed user workflows and flows. Our goal was to deliver an MVP with basic features, starting with UI elements for the desktop version and VR, then creating UI screens for the mobile version of Zoom in the metaverse.

Sketch Iterations

General Panel UI and Icons

After understanding the user flow of users using Zoom as a standard application I proceeded to create general UI elements like an overview panel and icon taking into consideration Zoom’s brand guidelines.

For the MVP functionalities were reduced and main features were focused on, taking into consideration the plans and ideas.

03

High Fidelity Iterations (VR)

In this phase, concepts were turned into models for VR scenes and UX designs for both VR and mobile, laying the groundwork for prototyping, testing, and refining user interactions across devices.

Main features

  • Room Theme

  • Avatar Customization

  • Screen share

  • Breakout Rooms

  • Whiteboard

Models were developed for the VR environment, allowing users to choose from various options for a more customizable meeting experience.

Modelling

04

High Fidelity Iterations (App)

In this phase, concepts were replicated from VR scenes and UX designs for app were designed.

The app was designed to simplify meeting scheduling and streamline the VR process. Since the existing Zoom functionality couldn’t integrate with this built, a new approach was chosen.

After the functionality was restored to Zoom’s older build and UI elements were made they were imported into Unity to build the MVP. This prototype below shows the basic functions of Zoom in the Metaverse.

05

Prototyping

Next Steps

06

Integrating UI screens into Unity to enhance functionality by adding interactive elements, navigation, and seamless user interactions within the VR environment.

Integrate screens into Unity

Testing the build within the ASU community will focus on gathering feedback from potential users, including students, staff, and faculty. This phase aims to identify usability improvements, gather insights on functionality, and assess the app's effectiveness in meeting user needs in a real-world setting.

Usability Testing

focusing on gathering in-depth feedback to enhance user experience, address any pain points, and optimize functionality based on real user interactions. Overall making the product align to the Zoom’s brand guidelines and user goals.

Refine User Experience

Next Project