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
← All work
Case study / 01
Redesigning the first ten minutes of an XR collaboration platform—across every screen it touches.
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.
Seven moderated think-aloud sessions, a redesign of the whole first-use service, and a second test round with five people.
The product team reported that about 60% of my recommendations were implemented.
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.
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.
Six device switches, none of them explained.
One numbered sequence, one confirmed hand-off to the headset.
Simplified from the research journey map. Dashed lines mark a device switch.
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
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
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
Affinity synthesis grouped every observation by the part of the journey it broke.
“This is breaking the immersion.”
I treated web, email, desktop and Quest 3 as one product, so every surface could confirm what just happened and what comes next.
Avatar creation became optional and explained, so people reach a shared space sooner and personalise later.
Contextual prompts and safe, reversible practice replaced instructions people had to remember from a video.
Pairing, trial and account states got clear exits, so a failed hand-off never became a dead end.
The product team reported that about 60% of the recommendations were implemented after the engagement.
Five people completed the new journey in person across web, desktop and Quest 3.
People needed the next device and the next action to stay obvious.
→One numbered sequence, with status on both sides of every hand-off.
Avatar terms and choices still needed clearer framing.
→Explain the value, simplify the choices, keep a visible skip.
Menu placement slowed down finding the next task.
→Relabel and move actions to where the journey creates the need.
First-session guidance worked best when tied to a real action.
→Teach controls in context, with safe practice and easy undo.
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.