VR Starter Kit

Making VR more accessible at Pratt by reimagining onboarding for creative students with diverse skill levels and interests

Overview
At Pratt Institute, the VR headsets go unused despite student interest in VR as a creative tool, due to the steep learning curve and lack of learning resources. We created the VR Starter Kit, a set of on-demand tutorials (1 starter tutorial and 3 advanced tutorials) that let students explore VR at their own pace via written, audio, visual, video, and immersive 3D formats.
Website design
Design for VR
User Journey
User Testing
Google Sites
Figma
ShapesXR
Project Type
Paid graduate research project for Pratt Institute School of Design
Timeline
Oct. 2023 to May 2025
(See more)
Team
Yuri Minami (Me, designer)
Manjot Kaur (Coworker, designer)
Professor Mindy Eng (Advisor)
My Role
My coworker and I collaborated on the starter tutorial. For the 3 advanced tutorials, we split the design work. I focused on the 3D prototyping tutorial, creating a website, videos, audio guides, a VR space, and interactive mini-games.
Impact
As the first holistic VR resource of its kind at Pratt Institute, we officially launched the VR Starter Kit. So far, we've introduced it to over 80 students. The kit is also already being used in classrooms.
PROBLEM

VR equipment at Pratt goes under-utilized

Pratt Institute School of Design purchased VR headsets that students can borrow. However, they remain unused. Students are interested in using VR as a creative tool, but learning on their own is difficult.

Lack of Awareness
Many students aren’t aware of VR’s potential as a creative tool.
Lack of Education
Without comprehensive educational resources, taking the first step into VR is difficult and time-consuming.
Lack of Support
No one offers guidance during the VR learning journey, leaving students stuck when they encounter problems.
CONSTRAINTS

We need a sustainable institute-wide solution that is low-cost and requires minimal staff support

We envisioned a long-term solution, so it needed to require minimal staff effort. For example, we aimed to avoid the need for staff to fully teach students how to use VR each time. We also prioritized using resources already available at Pratt, such as Google Sites, to minimize costs.

GOAL

Create scalable, inspiring, and bite-sized tutorials relevant to designers at Pratt

Our research group’s mission was to create pathways for students to develop a relationship between VR and their own creative process by helping them know the basics, its potential, and ways to design with VR.

WHAT WE MADE

On demand, 2-level tutorials with multi-format instruction for self-paced VR exploration

We created a starter tutorial for first-time VR users and 3 advanced tutorials to help students begin creating in VR.

Starter Tutorial

Easy
30-45 min
Delivered on:
Google
Sites
Designed for students new to VR

The starter tutorial teaches students how to use VR from the beginning, such as how to put on a VR headset, use controllers, and set a boundary.

Multimedia & multimodal

User testing with 20+ students showed diverse format preferences, so we provided video, written, and audio instructions to support seamless learning.

Written Instruction
Videos
Audio
Showcase potential of VR

We curated 5 inspiring, easy-to-use, existing VR apps to highlight what VR can do.

1. See how VR can feel real very quickly

2. Discover how VR shifts your emotions

3. Experience how VR evokes the senses

4. Let VR transport you to new places

5. Explore your creativity in VR

Advanced Tutorials

Intermediate
90 min (prototyping, 3D modeling)
30min (interview)
Delivered on:
Google
Sites
VR
Training students to design with VR

We explored how VR can support creative workflows and designed 3 tutorials to demonstrate how it can enhance the design process: 3D prototyping, 3D modeling, and interview practice.

* Our team split the work: I focused on the 3D prototyping tutorial, my coworker on the 3D modeling one, and we collaborated on the interview practice tutorial.

Learn 3D prototyping by designing your own virtual portfolio exhibition

The tutorial offers students hands-on experience in 3D prototyping using ShapesXR, an industry-standard XR tool, through a project focused on creating their own virtual portfolio exhibition.

Seamless, immersive, and engaging learning across web and VR

I paired in-VR tutorials with a website. The 3D space I built from scratch in ShapesXR is themed like a real museum. I also designed mini-games that help students learn basic features, such as grabbing objects, in a more fun and interactive way.

Written Instruction
Videos
Audio
3D Space
New
Mini-games
New
Try intuitive 3D modeling in VR by creating a character.

In this tutorial, students use Gravity Sketch, a 3D sketching and modeling tool, to create a simple 3D character with side-by-side references and audio instructions.

* This tutorial is my coworker's scope.

Practice interviews with virtual AI avatar

This tutorial introduces students to VirtualSpeech, an AI-powered virtual public speaking tool for practicing interviews, whether for design research, job applications, or personal interest.

* This tutorial is collaborative work.

IMPACT

Launched Pratt’s first comprehensive VR onboarding resource

1
st
tutorial
VR Starter kit is the first comprehensive VR resources at Pratt
80+
students
So far, introduced over 80  students to what VR could do for designers
4
classes
Used VR Starter Kit inside the class so far
Information about the VR Starter Kit is now published on every VR headset at the Pratt Communications Design Department.
VR Starter Kit is also used in the classroom.

Here's how I created the advanced tutorial👇

OUR PROCESS
1
Research
VR Apps Analysis
Use Case Research
2
Ideate
User Journey
Sketch
Prototyping
3
Develop
Website Design
VR Design
4
Test
User Testing
(Found Many Issues🚨)
5
Refine
Usability Improvement
User Testing
VR Workshop
RESEARCH

Researched how VR can help creative students and identified the best VR creative tools to teach.

We researched 33 VR apps to understand how VR could support students' creative processes across disciplines and identify the most accessible starting points. Based on this, we selected ShapesXR (3D prototyping), Gravity Sketch (3D modeling), and VirtualSpeech (public speaking) for our tutorials.

We assessed each app by learning curve, ease of use, platform integration, and upfront investment, and also considered which majors would benefit from the app.
PROBLEM STATEMENT

How might we craft quick, accessible, and engaging tutorials that show students how to design with VR in ways that inspire discovery and exploration?

DESIGN APPROACHES

Designing with 4 key approaches

After identifying the VR tools to teach during the research phase, I designed the tutorial. The initial iteration of the tutorial was guided by the following 4 key approaches across the following areas.

1
Tutorial Prompt
Inspire and engage design/art students
2
Format
Make the tutorial  seamless, immersive, multimodal
3
User Journey
Make it seamless and structured
4
VR Space Design
Guide students into intended path
1
TUTORIAL PROMPT

Inspire and engage design/art students through portfolio exhibition building experience

The tutorial is about creating a life-sized 3D exhibition space where students can import and showcase their work. I aimed to tailor the tutorial to design/art students, aligning with their interests and making it relevant and engaging. Since portfolios are a common interest among them across various creative disciplines, I chose this prompt.

2
FORMAT

Immersive, and multimodal learning experience with website and VR formats

I used both a website and VR for the tutorial. Google Sites serves as the entry point, providing written and video instructions for steps students need to complete on their computer, such as account setup. For the main instructions, I created a ShapesXR tutorial space inside VR, as students cannot easily access the website while wearing a headset. They can duplicate & use this sample space, which includes step-by-step audio and written instructions on VR.

3
USER JOURNEY

Seamless and structured learning experience

The experience consists of setting up (Website & VR), practicing basic feature (VR), and exhibition building (VR). By gathering all the website setup tasks first, I aimed to create a seamless transition from the website to VR, minimizing the need to switch between devices. Additionally, by separating the practice and exhibition building phases, I designed the tutorial to encourage students to take breaks in between phases and maintain focus.

4
VR SPACE DESIGN

Design an inspiring and functional VR space that guides users along the intended path

I designed the space to enhance onboarding both functionally and aesthetically. To ensure a clear instructional flow without confusion, I got inspiration from museums, where space guides visitor movement. Also, since students may not know how to move at first, I placed key instructions within their immediate view, requiring no movement. Aesthetically, I created a museum-like environment and incorporated yellow, Pratt Institute’s primary color, to align with the stakeholder’s branding.

TESTING

Students navigated in unexpected ways

I conducted the first round of testing with 3 students, observing how they explored the tutorials independently and identified 2 key insights.

INSIGHT 1
The experience feels long and overwhelming
While the average time on task  was within our planned timeframe, participants mentioned that the experience felt overwhelming due to the number of steps.
91.7
min
Average time on task
“My attention span is short, so difficult to focus on the long tutorial.”
INSIGHT 2
Students tend to stray from the intended order and skip steps on the website
While we expected users to browse the website from top to bottom, students tended to explore it non-linearly, skipping steps that were prerequisites for later ones. Some also put on the headset before completing the setup, which led to confusion.
2/3
Explored website nonlinearly
“I eager to open the app immediately.”
ITERATION CHALLENGE

How might we improve the tutorial to make it feel shorter and less frustrating, while encouraging linear exploration?

UX IMPROVEMENTS - 1

Shortened the main page by moving optional steps to separate pages

To make the website more concise, I introduced progressive disclosure by moving optional steps to subpages. I also removed explanations already covered in the VR version, as participants found the VR format more intuitive. As a result, I reduced the main page length by over 50%.

Before
With a single-page structure, the main tutorial page was very long and required a lot of scrolling.
After
By reducing unnecessary content and moving optional steps to subpages, I shortened the main page.
UX IMPROVEMENTS - 1

Enhanced the stepper to keep students on track

The tutorial required a specific step order, but students were unaware of this. It was also hard for them to tell which step they were on within the website and which device to use to complete the step (PC or VR). To fix this, I made the stepper clearer and added tags indicating which device to use for each step. 

Before
It was hard to tell the current step from the progress bar. Students were also unclear whether each step was meant to be done on the PC or in the VR headset.
After
The new stepper clearly shows the current step number. The "On VR/Website" tags indicate where each step should be completed.
UX IMPROVEMENTS - 2

Let students put on the VR headset sooner

I originally included all PC setup steps at the beginning to create a seamless transition from the website to VR. However, many students were eager to put on the headset right away, and the lengthy setup caused frustration and disrupted the intended flow. To address this, I revised the user flow to let them start using the headset 15 minutes earlier.

Before
The PC (website) setup took about 30 minutes, which was frustrating for students eager to start using the VR headset.
After
By shifting one of the website steps to a later stage, I reduced the initial PC setup time by 50%, allowing students to start using the headset 15 minutes earlier.
UX IMPROVEMENTS - 3

Gamified the practice phase to make the tutorial engaging and keep students' attention

In ShapesXR, learning basic features like teleporting, grabbing, and transforming objects is essential. However, students found our original tutorial too monotonous. To address this, I designed three interactive mini-games that teach the basics in a more engaging way.

Before
Previous practice area simply explained how to use the features, and it was monotonous and lacked playfulness.
After
Game1
Find Hidden Banana 🍌
Use the teleport and move features to discover hidden bananas.
Game2
Open Presents 🎁
Use the grab and delete features to remove the tops of the present boxes.
Game3
Help Penguins Wear Hats 🎩
Scale the hats and place them on the differently sized penguins.
Game1
Find hidden bananas 🍌
Use the teleport and move features to discover hidden bananas.
Game2
Open presents 🎁
Use the grab and delete features to remove the tops of the present boxes.
Game3
Help penguins wear hats 🎩
Scale the hats and place them on the differently sized penguins.
FINAL DESIGN

User flow

Website

What's included
Written
Instruction
Videos

VR Tutorial Demo

What's included
3D Space
Mini-games
Written
Instruction
Audio
Instruction
OUTCOME

Made the tutorial feel shorter and more engaging, increasing interest and expanding students’ perspective on VR

I conducted a second round of testing with 4 participants. All gave positive feedback on the tutorial length, suggesting the experience was engaging. It also broadened participants’ understanding of VR and increased their interest in using it creatively, successfully meeting our initial goals.

100
%
Happy with tutorial length
All participants of students were happy with the length of the advanced tutorials.
"It’s actually well timed. For someone who dives in fresh, it’s perfect."
>
50
%
Reduction in learning time
Compared to publicly available resources, the tutorial takes over 50% less time to learn.
100
%
Recommend to other designers
All participants strongly agreed "I would encourage other designers to try out the VR tutorial."
75
%
Interested in borrowing headset
75% of participants strongly agreed "The tutorial made me more interested in borrowing a VR headset for my coursework or my own design explorations"
TAKEAWAY

We noticed students want to dive into VR, but they need more guided support to commit to deeper exploration

Through interaction with students, we learned that many students are interested in exploring VR. However, when it comes to learning more advanced tasks, such as designing, casual learners are often not ready to invest the time, while serious learners need both self-guided and in-person support to build confidence and stay focused.

NEXT STEPS

We’re going beyond on-demand tutorials and exploring what students need to thrive with VR

We recognized the importance of offering diverse forms of support beyond self-guided tutorials. This led us to ask: What kind of support do students actually need? To answer this, we held a co-creation workshop with our testing participants to brainstorm VR’s strengths, challenges, and opportunities. In the future, we plan to expand support at the Pratt VR Lab based on ideas from the workshop.

✏️ Ideas from Workshop
Need more in-person opportunities (e.g., workshops, demos)
Need more school resources (e.g., VR app purchase)
Need clearer motivation for learning (e.g., benefits of VR for their careers)
Ideas for the future (e.g., School-wide VR month event, in-class workshops tailored to each major, and a professionally curated VR industry newsletter)
DESIGN QUESTIONS

How might we communicate Ceneco Green Power’s commitment to cutting-edge solar technology, sustainability, and energy access transformation through engaging content and visuals?

How might we establish the website as a trusted source of information?

Journey map

We also created the journey map.

Style Guide

We made a style guide to keep the consistency of the product.

ITERATION

We prioritized the issues identified during testing and refined our design to address the critical ones.

After finding 47 issues, we sorted and prioritized the issues to maximize improvements within a limited timeframe. We considered factors such as how many participants encountered the same issue and whether the issue impacted key or subsequent steps. (I applied my knowledge gained from work experience as a software developer here!)