JoinXR immersive collaboration environment
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Commissioned by Fracture Reality · Case study / 04

JoinXR

Redesigning the first ten minutes of an XR collaboration platform.

RoleUX Design Consultant
TimelineJanuary—June · 6 months
CollaborationCEO & Product Manager
The challenge

One journey. Three devices.

Onboarding friction accumulated across web, desktop and Quest 3.

My contribution

Research through prototype

An independent audit and redesign with the CEO and Product Manager.

The evidence

7 users · 5 prototype testers

17 findings; approximately 60% of recommendations later adopted.

01 / The engagement

Redesigning the journey
before the experience.

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.

6month contract
7research participants
17qualitative findings
5prototype testers
≈60%recommendations implemented

Implementation figure supplied by the product team. It reflects recommendations adopted after the engagement—not a measured usability uplift.

02 / Research design

Seven people.
One complete first-use journey.

Method

Moderated think-aloud + task-based testing

Seven in-person sessions, approximately one hour each, moderated by me. Findings were observational and qualitative.

Participant mix
3XR novices
2Occasional users
2Experienced users
01

Launch

Start on Quest 3

02

Account

Create and verify

03

Profile

Set up avatar

04

Pair

Connect the headset

05

Explore

Reach the main page

JoinXR user journey map across account creation, avatar and pairing, and first VR experience
Journey map

Evidence was synthesised across three phases to show how friction accumulated before users reached product value.

03 / Synthesis

Seventeen findings.
Five connected themes.

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.

01 · 5 findings

Cross-device continuity

Account creation, pairing, mobile capture and desktop download behaviour broke the journey across devices.

02 · 4 findings

Instructional load

Dense first-launch copy, competing setup actions and unclear system activity increased cognitive load.

03 · 2 findings

Avatar clarity

State-inaccurate labels and unexplained choices made avatar creation harder to predict.

04 · 4 findings

Product mental model

Organisation, Meeting, Drop-In, Solo and trial states appeared before their relationships were clear.

05 · 2 findings

First-use guidance

The product lacked a meaningful welcome and Edit Mode controls were difficult to discover.

Read all 17 documented findings +
  1. Onboarding fragmented across devices
  2. First-launch instructions created high cognitive load
  3. Pairing lacked clear wayfinding
  4. Account creation added avoidable friction
  5. Avatar terminology did not match user state
  6. Avatar choices lacked explanation
  7. Recommended phone workflow behaved inconsistently
  8. Setup presented competing actions
  9. Organisation setup appeared too early
  10. Core product concepts lacked a clear mental model
  11. Trial status and functionality appeared contradictory
  12. No meaningful first-time welcome
  13. Decisions arrived before product understanding
  14. Tutorial competed with system activity
  15. System status lacked useful detail
  16. Desktop link unexpectedly initiated a download
  17. Edit Mode controls were difficult to discover
Inspect the original usability issuesSix screens from the audit+
Quest first-launch instructions
Instruction-heavy first launch
Change Avatar interface shown before avatar creation
State-inaccurate avatar language
Setup screen with competing actions
Competing setup decisions
Tutorial competing with downloading states
Tutorial versus system activity
JoinXR desktop download entry
Unexpected desktop download
JoinXR Edit Mode interface
Edit Mode discoverability

04 / Prioritisation

What we acted on first—
and why.

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.

How to read this

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.

Priority 01Design first
High user impactLow–medium effort

Remove barriers to completing onboarding

  • Pairing wayfinding
  • Avatar terminology and choices
  • First-time welcome flow
  • System-status feedback

These issues directly affected whether a new user could understand and complete the journey.

Priority 02Iterate alongside
Meaningful impactLow effort

Clarify what users see and where they find it

  • Copy refinements
  • Menu-item placement

These improvements could be tested and refined quickly within the interactive prototype.

Priority 03Plan strategically
High potential impactHigher effort

Resolve broader cross-platform dependencies

  • Website information architecture
  • Expanded authentication options

These required wider product and technical decisions, so they remained recommendations rather than immediate implementation work.

Later horizonRevisit next
Post-onboardingAdditional effort

Improve advanced product discoverability

  • Edit Mode guidance
  • Deeper usability after onboarding

The engagement prioritised first-use success; these improvements were documented for a later product phase.

05 / Design response

From observed friction
to testable direction.

01

Keep momentum across devices

Make the web hand-off and return path explicit; surface pairing where users expect it.

02

Reveal setup progressively

Separate the immediate onboarding task from organisation and trial decisions.

03

Use state-aware language

Replace “Change Avatar” with creation language until an avatar exists.

04

Explain before asking

Clarify avatar types and product concepts before users must choose.

05

Teach in context

Add a first-use welcome, clearer progress states and contextual guidance.

06

Design the whole service

Resolve Quest 3, web and desktop as one prototype rather than isolated screens.

01Sketches02Wireframes03Interactive prototype04Validation
01 / Sketching

Explore the flow before committing to 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.

02 / Wireframes

Turn the selected direction into a complete screen structure.

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.

03 / High-fidelity prototype

One sequence across web, Quest 3 and desktop.

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.

EntryAccount access
Clear login and registration routes before onboarding begins.
Step 1 of 4Create your avatar
Two avatar paths are explained before the user chooses.
Step 2 of 4Generate an avatar
Capture methods, guidance and the skip action remain visible together.
Step 3 of 4Pair your device
Device choice, instructions and the primary action share one clear hierarchy.
Step 4 of 4Set up your team space
The organisation decision explains its value and provides a visible solo path.
04 / Website direction

Explain the product before asking people to enter it.

The website concept introduced JoinXR through its core value, real applications and trusted organisations, while separating “Try”, “Download” and “Request demo” into understandable routes.

  • Value proposition before product complexity
  • Real application examples
  • Distinct actions for different intents
  • Credibility through customers and certifications

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

A second loop
closed the obvious gaps.

Participants5 people

Two stakeholders and three returning participants from the original research group.

Coverage3 surfaces

Quest 3, website and desktop—covering onboarding and main-page features.

FormatIn person

The interactive prototype was tested as one cross-device experience.

Observed outcome

The redesigned flow felt easier and more intuitive.

This is a qualitative finding from the prototype sessions, not a quantified usability score.

Iteration after testing

Refined copy and menu placement.

Participant comments led to clearer language and better positioning of navigation items before handover.

07 / Handover & impact

Clear about what shipped.
Honest about what was not measured.

Implemented after the contract≈60%

The team implemented around sixty percent of the recommendations, concentrated mainly on onboarding. Customers subsequently gave positive feedback about that experience.

Deprioritised

Website and later-use changes

Recommended website changes were not a product priority, and usability improvements after onboarding were only partially implemented.

Measurement boundary

No formal follow-up test

The live product was not retested after implementation, so the case study does not claim a measured conversion or task-success uplift.

Handover
  • UX audit report
  • Journey map and research observations
  • Sketches, wireframes and high-fidelity UI
  • Prototype-test observations and rationale
  • Cross-device interactive prototype
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