JoinXR running across a mixed-reality headset and laptop ← All work Case study / 01

JoinXR

Redesigning the first ten minutes of an XR collaboration platform—across every screen it touches.

RoleUX Design Consultant
ClientFracture Reality
TimelineJan—Jun 2025
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The problem

New users had to cross a headset, a browser, their inbox and a laptop before their first meeting—and lost the thread at every switch.

What I did

Seven moderated think-aloud sessions, a redesign of the whole first-use service, and a second test round with five people.

Outcome

The product team reported that about 60% of my recommendations were implemented.

The solution

One numbered path, from login to the first shared space.

I rebuilt onboarding as four numbered steps on the desktop, with a single confirmed hand-off to the headset. Every screen says where you are, what comes next and how to skip what isn’t essential.

Log in—one account, started on the desktop
Step 1 of 4—choose an avatar, or skip for now
Step 2 of 4—generate an avatar from a photo
Step 3 of 4—pair the headset, with status on both screens
Step 4 of 4—a team space ready for the first meeting
The redesigned flow running across Quest 3 and laptop
The problem

The onboarding problem was bigger than the headset.

The brief looked like a Quest 3 onboarding fix. Mapping the real journey showed a service problem: people bounced between four surfaces before they could do anything useful.

Before

Six device switches, none of them explained.

Quest 3Web browserEmailDesktop appLaunch appCreate accountVerify emailPair with a codeCreate avatarFirst sessionFinish setup
After

One numbered sequence, one confirmed hand-off to the headset.

Quest 3Web browserEmailDesktop appLog in1/4 Avatar or skip2/4 Generate3/4 Pair headset4/4 Team spaceGuided first session

Simplified from the research journey map. Dashed lines mark a device switch.

Phase 1

Launch & account

Set up and start the app on Quest 3

This is breaking the immersion.Why can’t I do this on VR?Disconnected VR-to-web flow
Phase 2

Avatar & pairing

Create an avatar and link the headset

I hope I can do this on VR.I hope I remember that long URL correctly.Misleading titles, confusing UI
Phase 3

First session

Understand the platform and start a meeting

How do I navigate in this space?Okay, now I have to go check my email to finish.No guided welcome
Original registration and pairing, seen from inside the headset
Original setup: install, pair and create a trial organisation first
Original first steps: a video and a checklist
Research

Follow the user, not the device.

  1. 7moderated think-aloud sessions across the full journey
  2. 17qualitative findings
  3. 5themes, prioritised with the CEO and PM
  4. 5people tested the redesigned prototype
  5. ≈60%of recommendations shipped

Where the 17 findings landed

Affinity synthesis grouped every observation by the part of the journey it broke.

Cross-device continuity
5
Instructional load
4
Product mental model
4
Avatar clarity
2
First-use guidance
2

“This is breaking the immersion.”

The recurring signal behind the redesign: each unexplained device switch broke continuity and made the product feel like a set of disconnected tools.
Primary persona: new to XR, wants to try it without feeling lost
Secondary persona: rolling it out to a team, needs setup to be predictable
Process

Four decisions that shaped the redesign.

  1. Design the service, not one interface

    I treated web, email, desktop and Quest 3 as one product, so every surface could confirm what just happened and what comes next.

  2. Value before personalisation

    Avatar creation became optional and explained, so people reach a shared space sooner and personalise later.

  3. Teach at the moment of use

    Contextual prompts and safe, reversible practice replaced instructions people had to remember from a video.

  4. Make recovery part of the happy path

    Pairing, trial and account states got clear exits, so a failed hand-off never became a dead end.

Early flow sketches
Wireframes across the service
High-fidelity desktop prototype
Results

Most of the redesign shipped.

The product team reported that about 60% of the recommendations were implemented after the engagement.

7research participants
17findings
5prototype testers
3surfaces tested

What the second round of testing changed

Five people completed the new journey in person across web, desktop and Quest 3.

High

People needed the next device and the next action to stay obvious.

One numbered sequence, with status on both sides of every hand-off.

High

Avatar terms and choices still needed clearer framing.

Explain the value, simplify the choices, keep a visible skip.

Medium

Menu placement slowed down finding the next task.

Relabel and move actions to where the journey creates the need.

Medium

First-session guidance worked best when tied to a real action.

Teach controls in context, with safe practice and easy undo.

Where it stands

The shipped changes haven’t yet been measured with a post-launch usability test. That would be the next step: run the same tasks on the live product and compare.

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