First Sketch Tutorial

VR Onboarding Experience for VR Sketching Tool

First Sketch was Gravity Sketch’s first fully immersive, guided experience for new users. It walks them through the essential steps to create a 3D sketch. This is done through an interactive, step-by-step spatial tutorial that shows the user how to set up their scene, become familiar with the controls, and create their own to-scale 3D motorcycle sketch.

My Role

Sole Product Designer

Output

Wireframes & Storyboards

High Fidelity Immersive Design

3D Animations, Visual effects & Environment

3D Animations Visual effects & Environment

Micro Interactions

UX Copy

Team Members

VR Software Engineers

Senior UX Researcher

Timeframe

Q3/Q4 2022

_defining the problem

1

_defining the problem

1

_defining the problem

1

When users first opened Gravity Sketch, this is what they saw…

When users first opened Gravity Sketch, this is what they saw…

When users first opened Gravity Sketch, this is what they saw…

Before this project, our app didn't have a complete guide for new users. When users first opened the app, they saw an intro video in the main lobby. After that, they had to figure out how to use the app by going to the 'Learn' tab for tutorials or by watching YouTube videos.

This resulted in…

Bad First Impression

This led to poor reviews on the Meta Quest store and many users feeling frustrated when trying to learn Gravity Sketch. While tech-savvy designers were willing to figure things out on their own, most users quickly lost interest after the second or third day of usage.

High drop off rate

This poor first impression and high level of friction led to high churn after the second and third day of usage.

Active New Users Since Download
XXX
Day 1
Day 2
Day 3
Day 4
Day 5
0
xx
Active New Users Since Download
XXX
Day 1
Day 2
Day 3
Day 4
Day 5
0
xx
Active New Users Since Download
XXX
Day 1
Day 2
Day 3
Day 4
Day 5
0
xx

Costly Live Training

To address this, our internal trainers offered enterprise clients in-person live training sessions. While these sessions were effective, they were not scalable and made it difficult to increase the number of onboarded users in the companies we served.

But we wanted first time users to feel like this…

During live onsite customer visits, we saw 1st time users feel energized and excited when making their first sketch. They didn't have to worry about learning on their own and could just enjoy sketching in 3D. This picture shows a senior design leader's first reaction to using Gravity Sketch during one of these demos. This is what we wanted to achieve through our self-guided tutorial.

Here's what we set out to create…

What

Develop a tailored, guided experience for VR newcomers, leveraging insights and technology gleaned from past projects.

How

Conduct iterative design, prototyping, and testing cycles with target audience representatives to deliver a revamped onboarding experience for the app.

Why

Guide users to discover the value in GS, aiming to boost second-day retention among new users within their first week of usage.

_defining the UX

2

_defining the UX

2

_defining the UX

2

To start, we defined two types of Personas

While talking with trainers and customers, we noticed two distinct types of learners: those who need structured learning and those who learn best on their own.

To start, we defined two types of Personas

While talking with trainers and customers, we noticed two distinct types of learners: those who need structured learning and those who learn best on their own.

To start, we defined two types of Personas

While talking with trainers and customers, we noticed two distinct types of learners: those who need structured learning and those who learn best on their own.

Structured Learner

Self-Directed Learner

Self-Directed Learner

Next, we needed to understand what to teach them and when

Next, we needed to understand what to teach them and when

Next, we needed to understand what to teach them and when

Here's what we knew we needed to include

We needed to include a visually appealing intro to improve brand perception, a handedness selection step to help users set up their controls, and an option to opt in or out to accommodate different types of learners.

Intro Animation

Sequence VFX based animation of the logo and environment

Controls Setup

Handedness selection so that users could better interact with UI in later steps

Controls Setup

Handedness selection so that users could better interact with UI in later steps

Experience Selection

Option for users to opt in or out of the guided tutorial based on their learning style

Experience Selection

Option for users to opt in or out of the guided tutorial based on their learning style

We worked with our trainers to decide what skills to teach.

Our design consultants had already developed a curriculum to teach new users the basics. We adapted the core skills they taught to fit a self-guided experience.

Skills to Teach

  • Moving & Scaling

  • Sketching & Changing Color

  • Grabbing

  • Undo

How I designed the teaching of the skills

How I designed the teaching of the skills

How I designed the teaching of the skills

Past Built Experiences

We leveraged technologies, UI insights, and user feedback from past onboarding projects to move faster and build on what we already knew. Notably, we incorporated the well-tested retail demo task panel, visual effects, and pop-up system into the First Sketch Experience.

Project Based Learning

The subject of the experience was a mid-fidelity sketch of a motorcycle I created. We did this to teach through a project and connect the skills to a real-life workflow.

Regular Feedback and Confirmation

To provide a sense of accomplishment and delight, we prioritized including haptic, visual, and auditory feedback whenever a user completed a step or action.

User Journey

The Resulting User Flow

Example UX Design Handoff

Featured above is an example of the high-fidelity storyboards I created to better communicate the design intent and user flow to the engineering team. These were directly used to build the iterations of the experience.

User Flow Before Testing

For the first attempt, we structured the flow with two major sections: the skills introduction, where we show them how to perform an action, and the workflow-based practice, where we explain why they might use this action.

User Tests

User Flow Before Testing

For the first attempt, we structured the flow with two major sections: the skills introduction, where we show them how to perform an action, and the workflow-based practice, where we explain why they might use this action.

User Tests

User Flow Before Testing

For the first attempt, we structured the flow with two major sections: the skills introduction, where we show them how to perform an action, and the workflow-based practice, where we explain why they might use this action.

User Tests

_designing & iterating

1

_designing & iterating

1

_designing & iterating

1

There were two major interaction challenges

For our users to successfully complete the experience without errors, we focused on creating effective visual and haptic feedback and designing strategies to gently guide their attention to the necessary parts of the experience.

Providing Feedback

Depth, haptic, error and confirmation feedback to help the user understand the results of their interactions.

Guiding Attention

Users needed to know where to look to understand critical information during different sections of the experience.

Providing Feedback

Depth, haptic, error and confirmation feedback to help the user understand the results of their interactions.

Guiding Attention

Users needed to know where to look to understand critical information during different sections of the experience.

Providing Feedback

Visual Confirmation

I explored different visual themes, icons and particle effects to appropriately communicate when a user completed an action.

Providing Feedback

Visual Confirmation

I explored different visual themes, icons and particle effects to appropriately communicate when a user completed an action.

Providing Feedback

Visual Confirmation

I explored different visual themes, icons and particle effects to appropriately communicate when a user completed an action.

Guiding Attention

Evolution of the Task UI Panel

The first version of the Task UI was always in front of the user. However, this caused situations where the motorcycle would block the instructions, forcing the user to look around what they were sketching.

Guiding Attention

Evolution of the Task UI Panel

The first version of the Task UI was always in front of the user. However, this caused situations where the motorcycle would block the instructions, forcing the user to look around what they were sketching.

Guiding Attention

Evolution of the Task UI Panel

The first version of the Task UI was always in front of the user. However, this caused situations where the motorcycle would block the instructions, forcing the user to look around what they were sketching.

_outcome

4

Delivering the Final User Journey

With the design set, we started the delivery phase to improve the details. We worked on better shaders for user feedback, improved the UI, adjusted task success criteria, and set up the technology for future use. The video below shows the final experience.

_task UI

_neutral color palette

_environment & motorcycle project

_accent color palette

_confirmation panel

_chat UI

_tool tips

_error message

_what happened next

5

Users reported having a positive experience of First Sketch during later qualitative data gathering conducted by the research team.

Iterated on the user flow by including signup earlier in the process, fixing confusing UX copy, and restructuring how users entered the experience.

Utilized the First Sketch UI system in later feature specific onboarding experiences.

_reflection

The main lesson from this project was the need for early and regular communication with everyone involved to stay on the same page. Also, I got better at thinking about user interfaces in a more organized way and aimed to make solutions that can grow easily.

_learning

Early in the project, we decided to steer users away from parts of the VR app that needed work to make their first experience better. But when we launched, this confused new users who had a hard time understanding where they were in the app. Looking back, I realize it's better to use what's available more effectively and make improvements iteratively to enhance the user experience.