VisualEyes — an immersive gallery space

Explore a possible version of your 'ideal' self.

Step into an immersive space that lets you visualise your future — then reflect on whether it's truly what you want.

VisualEyes

My role : Product designer, UX, Co-dev

Team : 1 lead dev, 2 designers, 1 Co-dev

Timeline : May 2026 - June 2026

Skills : Product thinking, Prototyping, UX, Vibe Coding

Tool : Figma, Miro, Claude Code, GitHub

Program:

  • Apple Foundation Program
BIG IDEA · COLLABORATIVE MAPPING

Finding what we are passionate about

Each member of the team wrote down one big idea and 3–4 keywords connected to the idea. We then shortlisted the area that interests us the most.

Collaborative mapping board Shortlisting ideas
This led us to one keyword that angled us throughout our research and project: Balance
DEFINING INITIAL CHALLENGE

From Big Idea → Design Challenge

Balance emerged as a shared area of interest amongst our team. We then started thinking what balance is and what it meant to each of us. All 5 of us ended up having different answers to what balance is. Hence, we decided to keep our challenge broad in the beginning: to explore how people understand balance, what disrupts it and how an experience could help users reflect on it.

USER INTERVIEWS

Finding what ‘Balance’ means to students

Our team brainstormed ~60 questions surrounding ‘Balance’ and eventually narrowed down to 10+ most important ones for the interviews. We also allocated some of the questions under each category below.

Interview question categories

We conducted an initial group interview, and here are some of our observations:

  • Every participant defined ‘balance’ differently.
  • We should interview students of a different age range, for example late 20s, as they might offer a broader perspective over what balance means.
  • Some participants are more reserved in a group setting, hence we conducted 1-1 interviews after.
Group interview
Group interview
1 to 1 interview
1 to 1 interview
1 to 1 interview
1 to 1 interview

Key Findings

01

Balance means different things to different people

02

Students often chase goals shaped by external expectations

03

Reflection usually happens too late

PERSONAS

Student archetypes

Persona portrait

The High-Achieving Drifter

He’s doing everything he’s supposed to do, but he is not sure if that is actually what he wants. He also often felt pressure from family, peers and expectations.

Needs: A way to pause and question whether their ambition is personally meaningful.

Persona portrait

The Uncertain Explorer

She often feels overwhelmed by choices and unsure of what fits. She has so many possibilities, but she doesn’t know which one is right for her.

Needs: A low-pressure way to explore different futures.

Persona portrait

The Practical Planner

She wants a secure future, but she’s fearful of missing out on what matters and losing herself in the process.

Needs: Clarity on the trade-offs behind what they are building.

DESIGN OPPORTUNITIES

Reframing our challenge

Our research shows that balance can’t be a fixed outcome for everyone. Since everyone defined balance differently, our opportunity here is NOT to define balance for them. Instead, the biggest opportunity is to allow them to visualise their own version of balance.

How might we help individuals explore balance through authentic self-alignment?
IDEA BRAINSTORMING

We first diverged, then converged on the strongest direction

As a group, we brainstormed ~30 ideas, removed the duplicated ones and grouped them according to how creative and aligned they are with respect to our refined challenge statement.

Brainstorming board Brainstorming board Idea grouping Idea grouping

We evaluated each idea based on 3 criteria: how well it supports authentic self-alignment, how effectively it used the immersive qualities of Apple Vision Pro, and if it could create a meaningful moment of reflection for students. The strongest direction was not another productivity tool or advice app, but an experience that could make a possible future feel visible. This led us to the idea of an immersive future-self world, where users could step inside a version of the life they are working towards and reflect whether it truly feels aligned.

SOLUTION CONCEPT

Introducing VisualEyes

VisualEyes is a Vision Pro immersive app where users explore possible versions of their future self. Instead of asking them to reflect using text, VisualEyes guides users through a set of quizzes to understand what they want, what they do not want, who they are, and what they are not willing to sacrifice. Those responses are transformed into an immersive world where users could step into a possible version of their future self.

How VisualEyes works

The experience in 4 steps

01

Answer
Student answers questions about their values

02

Generate
AI builds a 3D world that matches their values and goals

03

Explore
User explores their future self in the immersive world

04

Reflect
Reflects if it is truly aligned to what they want

PROTOTYPE & ITERATIONS

Low-Fidelity

VisualEyes is a Vision Pro experience that helps users explore possible versions of their future self. Rather than asking users to reflect through text alone, the experience guides them through a short quiz about what they want, what they do not want, and what they are unwilling to sacrifice. These responses are then transformed into an immersive world they can step into and reflect on.

Intro screen

We wanted to keep our intro screen simple & game-like in style.

Intro screen V1
V1

Simple entry point — A single start button reduced friction, but did not support returning users.

Learning

Returning users should not have to repeat the full quiz each time they revisit.

Intro screen V2
V2

Start new / Revisit — We added a returning option so users could access an existing generated world without repeating onboarding.

Safety Declaration

In VR, safety goes beyond data protection. Because immersive experiences can affect users physically and emotionally, we have the responsibility to warn users about potential risks, such as dizziness or emotional overwhelm, before they enter the experience.

Safety declaration V1
V1

We initially placed safety information beside a world preview.

Safety declaration V2
V2

Progress indicator — Explored showing progress so users knew how many setup steps remained. Learning: a progress bar creates friction and made the flow feel longer than necessary.

Safety declaration V3
V3

Single pop-up — We kept the safety notice as a single pop-up to make the warning short and clear.

Privacy Preferences

We want to let users control what kind of data they allow us to store — data such as profile, interaction, movement and body data.

Privacy preferences V1
V1

Visual categories — Used icon images to explain different kinds of stored data. Learning: icons added visual noise; direct text might be easier to understand.

Privacy preferences V2
V2

Replaced images and icons with text.

Privacy preferences V3
V3

Consistent pop-up visual — Reused the same layout so it looks like part of the same setup flow.

3D World experimentation

3D World & Gen AI Experiments

Although the quiz appears before the world in the final outcome, our process started by working backwards to understand what kind of immersive environment would be meaningful.

Key questions we explored

  • How users move and control inside 3D spaces
  • What type of world should be generated
  • What input type produces the clearest personalised output

Experiment 1 · Navigating the 3D Space (Keyboard vs console input)

Method 1 · Keyboard (← → ↑ ↓)

It felt clunky and unintuitive to navigate a 3D space this way.

Method 2 · Console

Movement felt noticeably smoother and more natural with a console controller.

Experiment 2 · Testing which world is better (AI generated vs Preset 3D world)

AI generated world

Preset 3D world

Felt personalised but less consistent.

Clearer and more controlled, but felt less personal.

Experiment 3 · Input Type Testing (MCQ vs rating vs open ended)

MCQ input

Rating style input

Open ended voice input

MCQ input type — multiple choice options

MCQ inputs created generic, predictable outputs.

Scale input type — 1 to 5 rating

Rating scales were hard to interpret — without context, a number like '3' tells us very little.

Open-ended input type — free text prompt

Open-ended inputs produced stronger, more personalised narratives.

Quiz questions

Designing the inputs behind the experience

Each quiz question was mapped to a placeholder in the AI prompt template. Colours show the connection.

AI Prompt Template

"Imagine you are a 26-year-old living in Melbourne. You see yourself as a creative who thrives in chaos but craves stability. In your ideal future, you are leading a small design studio, working remotely from different cities. The main thing stopping you from getting there is the fear of taking the first real step. The one thing you refuse to sacrifice is your sense of autonomy."

* This is a simplified example for illustration purposes — not the actual prompt used in the project.

User context

How old are you, where do you live?

Current identity

How would you describe your current self?

Future aspiration

What does your ideal future look like?

Main conflict

What is standing between you and that future?

Non-negotiable value

What are you least willing to give up?

Final World Generation Approach

Drawing from all three experiments, this is the framework we committed to — combining the clarity of preset 3D worlds, MCQ for quick factual inputs, and open-ended questions for richer personal narratives.

How it all comes together

A hero-story prompt framework

01

Prompt template with placeholders

02

MCQ for quick, factual inputs (e.g. age, location)

03

Open-ended questions for personal narrative inputs (primary input: voice input)

04

User answers fill the prompt template

05

AI generates personalised images and story, placed within a preset 3D world

06

User navigates the world using a console

Final Low-Fi Flow

Final low-fi flow
HIGH-FIDELITY

High-Fidelity Prototype

Intro screen
Intro screen
Safety declaration
Safety declaration
Privacy preference
Privacy preference
Quiz (MCQ)
Quiz (MCQ)
Quiz (open ended)
Quiz (open ended)
Quiz (open ended)
Quiz (open ended)
Pre-set 3D world with personalised images and stories
Rhetorical reflection question
Rhetorical reflection question
Rhetorical reflection question
Rhetorical reflection question
USER TESTING

Gathering feedbacks from peers and tutors!

User testing sessionUser testing session

What we tested

Whether users understood the entire flow, felt safe, and found the personalised world meaningful.

What we learned

Users found it challenging to click certain buttons at times. The reflection ending needed to feel calm rather than like another task.

What we changed

We enlarged all the buttons and placed them within a clearly defined container for ease of interaction. We also replaced the written reflection with rhetorical prompts, allowing users to reflect internally.

REFLECTION

Designing for 3D

Designing for 3D required us to consider not only the interface and UX, but also movement, interaction, spatial clarity and user comfort.

Safety & security

Safety and security became one of the key design considerations throughout the project.

World-building is product design

Designing an immersive 3D experience taught me that the environment, pacing, and interaction model are all product decisions — not just aesthetic ones.

Apple Foundation Program — June 2026 cohort
Apple Foundation Program — June 2026 cohort
Trying to understand the technical constraints
Trying to understand the technical constraints
Daily stand-up meeting
Daily stand-up meeting
Final presentation
Final presentation
Trying out how hand gestures work in the Vision Pro — turns out the small buttons were pretty hard to click!