Project Overview

Client

IMVU, 3D Social network

Related Articles

ArtCenter Connect;

PR Newswire

Time

May - Aug.2019

Seamlessly moving between a spectrum of physical and digital identities, it has become and norm to construct multiple representations of ourselves.We want to develop new social scenarios for the increasingly mixed reality world and find a way to keep IMVU users more engaged with the IMVU community.In April 2019, we started a project sponsored by IMVU. The whole duration was 14 weeks.

About InfoBox

The infoBox is a virtual social chat room that aims to inspire and educate users through role-playing experiences. We devote ourselves to promoting the passion for communicating and the personal growth of users.

My Role

The scope of this project was to create an immersive application. Our design team consisted of three people: Shane Park, interaction designer; May Chen: graphic designer. I focused more on User Research, User-centered Design, UX/UI design, and prototyping.

The Objective

This project was about using the current creation tools available within IMVU's platform to design a new way of interacting on the platform. We want to develop a sharing, engaging, and playful chat room for IMVU users. InfoBox aims to boost users' interaction with each other by providing a better user experience environment with those that hold similar interests. Driving more traffic to the platform.

THE OUTCOME

Users get information and knowledge directly from the environment by exploring the vlog experience room's props and actions. It motivates users to share experiences and feelings with the communities.

RESEARCH

Physical Observation

" I need a place to help me escape from worries "

We all looking for a way to escape from worries.
Escape is significant, but social interaction is meaningful too.
People are looking to connect with others.

" The uniform gives me a feeling of recognition "

To answer how uniforms influence people's behavior in the real world, we observed and interviewed people who have to wear a costume when they were working.

" Embarrassing, people just ignore me "

We experience role-playing in reality through wear costumes to better understand how uniforms affect people's psychology and change their behavior.

Virtual Observation

"It is hard to have a conversation last three minutes."

We explored the IMVU world and interviewed IMVU users. I found IMVU chat room, unengaging users, enough. Users said they got bored quickly and complained it is hard to make and keep friends since it is hard to have a conversation last three minutes. They didn't know what to talk about or start a conversation. When they enter a chat room, sometimes, nobody even bothers to speak.

DESIGN PROCESS

iterations

I. Before

usability test

After we made the room's first version design, we invited IMVU users to do the user test and give us some feedback. We got a couple of insights to work with further on in the design process.

  • Users Referring to the rooms as ‘scenes & stages.’
  • Adding wall/floor textures - makes it more apparent of a vlogging scene.
  • Users were a little confused about our intentions in the outdoor scene (fountain).
  • Adding a famous landmark such as the Eiffel Tower- makes it more apparent of a travel vlog scene.
  • Because of the camera furniture/animation - users did not understand immediately that it was a vlogging scene. Instead of thought of it more as a film shoot.
  • Color & space made it a very inviting environment for users to enjoy & explore.

The findings were immensely helpful in improving the experience to be less wordy and more visual.

the final design

II. After

We re-iterated the design based on the user's feedback.

01. Makeup Volging room

A makeup vlogger experiences room to roleplay as a makeup vlogger to shooting a video try to wear lipsticks.

02. Food Vloging room

A food vlogger experience room to allowed roleplay as
a food vlogger to shooting a video to talk about food.

03. Travel Vloging room

A travel vlogger experience room that roleplay as a travel vlogger to shooting a video in Paris.

TESTING WITH USERS

Live Testing

We launched our minimal viable product on IMVU platform. It's fascinating and terrific to see the users' live reaction to the environment we created in IMVU platform. Throughout the test, we see people role-played around the room and started chatting with each other. Some of them provided us a lot of helpful feedback, including the furniture's arrangement and purposes and so on. Compare to doing tons of research by googling and reading in the library, real-time user testing is more efficient and practical because all the advice comes from our actual user base.

To get more intuitive feedback, IMVU went online to our rooms and recorded user data. The figure shows the number of chats per day and the average chat time per day (seconds) of users.

WRAPPING UP

What I learned

By working with other people, you are less likely to be biased. When we design the IMVU rooms, my teammates provided interesting ideas that I had not considered before. This led to a better immersive user experience.

What's Next

With the parallel between IMVU and real-world experiences, we suppose that creating a marketing program where users can experiencing career interests in a room designed for a particular profession. Then they could be tested through an external (Google) form to transform their interests become real-life professions. Learning can be doing through staged experience.

👀  Thanks for viewing!  😊 I hope you enjoy this project!

01. the outcome02. research03.Design process04.   User Test05. Wrapping Up