One journey. Three devices.
Onboarding friction accumulated across web, desktop and Quest 3.
Redesigning the first ten minutes of an XR collaboration platform.
Onboarding friction accumulated across web, desktop and Quest 3.
An independent audit and redesign with the CEO and Product Manager.
17 findings; approximately 60% of recommendations later adopted.
01 / The engagement
Fracture Reality commissioned me to audit and redesign JoinXR’s first-time experience across Meta Quest 3, web and desktop. I owned the research, synthesis, journey mapping, interaction design, prototype and validation—working directly with the CEO and Product Manager.
Implementation figure supplied by the product team. It reflects recommendations adopted after the engagement—not a measured usability uplift.
02 / Research design
Seven in-person sessions, approximately one hour each, moderated by me. Findings were observational and qualitative.
Start on Quest 3
Create and verify
Set up avatar
Connect the headset
Reach the main page
Evidence was synthesised across three phases to show how friction accumulated before users reached product value.
03 / Synthesis
The largest problems were not isolated interface defects. They accumulated across the journey and prevented first-time users from building a stable mental model of JoinXR.
Account creation, pairing, mobile capture and desktop download behaviour broke the journey across devices.
Dense first-launch copy, competing setup actions and unclear system activity increased cognitive load.
State-inaccurate labels and unexplained choices made avatar creation harder to predict.
Organisation, Meeting, Drop-In, Solo and trial states appeared before their relationships were clear.
The product lacked a meaningful welcome and Edit Mode controls were difficult to discover.
04 / Prioritisation
I prioritised the recommendations with the CEO and Product Manager. We compared expected user impact with the effort and dependencies involved, then organised the work into a clear sequence.
Higher-impact onboarding problems were addressed first. Larger structural changes were retained as strategic recommendations, while smaller copy and navigation fixes were folded into prototype iterations.
These issues directly affected whether a new user could understand and complete the journey.
These improvements could be tested and refined quickly within the interactive prototype.
These required wider product and technical decisions, so they remained recommendations rather than immediate implementation work.
The engagement prioritised first-use success; these improvements were documented for a later product phase.
05 / Design response
Make the web hand-off and return path explicit; surface pairing where users expect it.
Separate the immediate onboarding task from organisation and trial decisions.
Replace “Change Avatar” with creation language until an avatar exists.
Clarify avatar types and product concepts before users must choose.
Add a first-use welcome, clearer progress states and contextual guidance.
Resolve Quest 3, web and desktop as one prototype rather than isolated screens.
I used quick sketches to compare the avatar-selection routes, content hierarchy and action placement. This made the competing ideas tangible enough to discuss before investing in detailed interface work.
The low-fidelity wireframe translated the chosen sketch into content hierarchy, avatar choices, guidance, primary actions and supporting information—without allowing visual polish to hide structural problems.
The interactive prototype made each step explicit, introduced skip paths where appropriate and kept users oriented as they moved from account access to avatar, pairing and team-space setup.
The website concept introduced JoinXR through its core value, real applications and trusted organisations, while separating “Try”, “Download” and “Request demo” into understandable routes.
These are the complete portfolio-safe design artefacts provided for this case study. Images are shown uncropped; select any screen to inspect it at full size.
06 / Prototype validation
Two stakeholders and three returning participants from the original research group.
Quest 3, website and desktop—covering onboarding and main-page features.
The interactive prototype was tested as one cross-device experience.
This is a qualitative finding from the prototype sessions, not a quantified usability score.
Participant comments led to clearer language and better positioning of navigation items before handover.
07 / Handover & impact
The team implemented around sixty percent of the recommendations, concentrated mainly on onboarding. Customers subsequently gave positive feedback about that experience.
Recommended website changes were not a product priority, and usability improvements after onboarding were only partially implemented.
The live product was not retested after implementation, so the case study does not claim a measured conversion or task-success uplift.