Various VR projects with FitXR, Octonic, Demeo & VRChat, designing experiences that explored novel interaction patterns, movement & spatial UX, creating a reusable foundation for intuitive UI.

CHALLENGE
VRPack is a collection of experiments exploring how interaction, motion, and usability evolve inside immersive environments. Each project — from hackathons to client prototypes — addressed a core XR challenge: how to make spatial interfaces intuitive, reduce motion fatigue, and create clear information hierarchy in 3D space.
STRATEGY
Build a flexible framework for testing new XR interaction patterns at speed. Focus on: Designing controller-agnostic input systems that work across hand-tracking, gaze, and gesture. Defining motion principles that guide attention and reduce disorientation. Establishing spatial composition rules for clarity, focus, and comfort in 360°.
SOLUTION
Developed a modular library of VR interaction prototypes — from adaptive spatial menus and gesture-driven tools to motion-feedback systems and contextual UI surfaces. Each experiment captured a unique insight into how users understand space, scale, and motion in immersive contexts.
RESULTS
The work led to a reusable XR design vocabulary applied across multiple projects. It improved prototype turnaround, refined motion ergonomics, and helped define best practices for intuitive, human-centred VR interfaces — pushing forward how interaction and motion design coexist in spatial computing.


REDESIGN OF THE HOME LOBBY & CLASS CARD SYSTEM FOR FITXR


1 —the highlight is way more accentuated than before, so it is easier to focus the user's attention. the main highlight card is more expressive than a regular card—it's supposed to be an excitement-direct action card.
2 - the multiplayer and mobile pair are moved to the side panel (hone tab).
3 - less mind load in the menu, simplified categories and clear information architecture.
4 - card system is based on difficulty (color), studio type (shapes in the background) and trainer (photo)
5 -the search bar is clearly stated and ready to use on hover - that removes acti0on steps
the redesigned home lobby saw a 38% increase in user engagement


demeo VR - expanding features, improvements to the flow & interactivity
character selection and highlights - before & after
character selection is made more engaging by simplifying the information architecture & adding agency to the user with customisable stats (corner drag interaction)

main menu & adventure selection - before & after the menu flow has been simplified - everything the user needs is in front of them. Since we're in VR the interface is made to be physical objects where it's possible. while the hand turn interaction makes sense it becomes irritating after a while - every hand movement triggers the cards coming up. To remove this friction I added an additional gesture of making a fist WHILE turning the hand. That removes the element of non intentional trigger. fitXR - cues and gameplay feedback The design of cues and feedback for FitXR focused on intuitive and immersive user guidance. Target shapes were crafted to suggest specific movements, while feedback signals like hand trails, dynamic lights, and trainer comments ensured users could follow actions easily and stay motivated. These elements combined to create an engaging and performance-focused VR fitness experience.



