ImproVR
Physical therapy in Virtual Reality (VR)
Designed a remote VR therapy platform that addresses mobilization, pain, and costs for physical therapy patients, enhancing engagement through gamified sessions. Involves therapists, patients, and caregivers.
Designed for
Capstone Project at Universidad Internacional de La Rioja (Spain)
Role and Contribution
Qualitative Research
Analysis and Ideation
Analysis and Ideation
User Interface Design
Branding
Space
Healthcare
Emerging Technology
Virtual Reality
Date
March 2020
Designed for
Capstone Project at Universidad Internacional de La Rioja (Spain)
Role and Contribution
Qualitative Research
Analysis and Ideation
Analysis and Ideation
User Interface Design
Branding
Space
Healthcare
Emerging Technology
Virtual Reality
Date
March 2020
Background
How Might We
How Might We
In 2017, my father-in-law suffered a severe ischemic stroke, requiring intensive therapies to regain physical and cognitive abilities. One treatment involved Virtual Reality (VR) therapy, where he performed guided movements through immersive games or scenes. While promising, the therapy highlighted challenges like mobilization, high costs, and time constraints.
This experience made me wonder how gamified VR experiences could enhance therapy, making it more accessible and engaging. During the pandemic, I started exploring how a connected platform could use this technology to support remote physical therapy for patients and caregivers.
How might we design immersive, gamified platforms to improve physical therapy while overcoming barriers like accessibility, cost, and mobility?
In 2017, my father-in-law suffered a severe ischemic stroke, requiring intensive therapies to regain physical and cognitive abilities. One treatment involved Virtual Reality (VR) therapy, where he performed guided movements through immersive games or scenes. While promising, the therapy highlighted challenges like mobilization, high costs, and time constraints.
This experience made me wonder how gamified VR experiences could enhance therapy, making it more accessible and engaging. During the pandemic, I started exploring how a connected platform could use this technology to support remote physical therapy for patients and caregivers.
How might we design immersive, gamified platforms to improve physical therapy while overcoming barriers like accessibility, cost, and mobility?
Desk Research
Desk Research
I conducted extensive research on the technology itself, delving into the Human-Computer Interaction perspective. This involved exploring how emerging technologies like Extended Reality (XR) and Artificial Intelligence (AI) have increasingly expanded over the years, examining the various applications of Virtual Reality in different fields, and understanding the usability constraints when designing experiences for spatial design.
I conducted extensive research on the technology itself, delving into the Human-Computer Interaction perspective. This involved exploring how emerging technologies like Extended Reality (XR) and Artificial Intelligence (AI) have increasingly expanded over the years, examining the various applications of Virtual Reality in different fields, and understanding the usability constraints when designing experiences for spatial design.
Research
Competitive Benchmark
I selected five solutions available in the market that were aligned with the problem space and evaluated them using the following criteria: market presence, platform capabilities, product accessibility, usability, and therapeutic value. XR Health emerged as the top solution, with a very appealing offering that includes easy access to hardware, an interconnected platform for therapists and patients, and a wide variety of third-party applications oriented towards physical and cognitive therapy.
I selected five solutions available in the market that were aligned with the problem space and evaluated them using the following criteria: market presence, platform capabilities, product accessibility, usability, and therapeutic value. XR Health emerged as the top solution, with a very appealing offering that includes easy access to hardware, an interconnected platform for therapists and patients, and a wide variety of third-party applications oriented towards physical and cognitive therapy.
User Interviews
Competitive Benchmark
I selected five solutions available in the market that were aligned with the problem space and evaluated them using the following criteria: market presence, platform capabilities, product accessibility, usability, and therapeutic value. XR Health emerged as the top solution, with a very appealing offering that includes easy access to hardware, an interconnected platform for therapists and patients, and a wide variety of third-party applications oriented towards physical and cognitive therapy.
Competitive Benchmark
I selected five solutions available in the market that were aligned with the problem space and evaluated them using the following criteria: market presence, platform capabilities, product accessibility, usability, and therapeutic value. XR Health emerged as the top solution, with a very appealing offering that includes easy access to hardware, an interconnected platform for therapists and patients, and a wide variety of third-party applications oriented towards physical and cognitive therapy.
Analysis and Ideation
Personas
Personas
After the initial research, I was able to define the personas and potential roles interacting in this platform.
Patient: Someone with a mild, moderate, or severe lesion requiring physical therapy. All share concerns about costs, time investment, and potential pain. The more time invested, the less motivation and predisposition to complete the program is evident.
Therapists: They face logistical barriers, especially for mild lesions, experiencing additional costs often unrecognized in mobilizing, particularly during the pandemic.
Caregivers: Friends and family frequently provide emotional and logistical support.
After the initial research, I was able to define the personas and potential roles interacting in this platform.
Patient: Someone with a mild, moderate, or severe lesion requiring physical therapy. All share concerns about costs, time investment, and potential pain. The more time invested, the less motivation and predisposition to complete the program is evident.
Therapists: They face logistical barriers, especially for mild lesions, experiencing additional costs often unrecognized in mobilizing, particularly during the pandemic.
Caregivers: Friends and family frequently provide emotional and logistical support.
Product Concept
Every patient, condition, and rehabilitation journey is unique. People often prioritize time, money, and convenience—factors that frequently clash with the demands of therapy.
As research indicated, physical therapy can be prescribed for individuals of any age and condition. Music can foster a positive attitude and divert attention from pain or discomfort. It also enables the product to scale and appeal to a diverse user base. A character would visually guide the patient through exercises, asking them to replicate movements. This promotes trust and concentration. VR doesn't require complexity to be impressive—simple controls and interactions allow patients of all capabilities to achieve their goals.
Every patient, condition, and rehabilitation journey is unique. People often prioritize time, money, and convenience—factors that frequently clash with the demands of therapy.
As research indicated, physical therapy can be prescribed for individuals of any age and condition. Music can foster a positive attitude and divert attention from pain or discomfort. It also enables the product to scale and appeal to a diverse user base. A character would visually guide the patient through exercises, asking them to replicate movements. This promotes trust and concentration. VR doesn't require complexity to be impressive—simple controls and interactions allow patients of all capabilities to achieve their goals.
Design
User Flow and Concept Sketching
User Flow and Concept Sketching
This product includes different roles and potential user flows per device. However, the project focuses on the use case of a physical therapy patient. The flow includes:
1. User accesses the VR application on a desktop or laptop computer.
2. Goes through the onboarding process.
3. Navigates the menu and accesses the pre-scheduled therapy session.
4. Navigates the menu and accesses an exercise session, defining the specs
5. Goes through the session lobby to confirm specs and select a musical genre.
6. Performs the therapy or exercise session.
7. Inspects therapy progress and session metrics.
8. Browses the support and FAQ modules.
9. Exits the application.
This product includes different roles and potential user flows per device. However, the project focuses on the use case of a physical therapy patient. The flow includes:
1. User accesses the VR application on a desktop or laptop computer.
2. Goes through the onboarding process.
3. Navigates the menu and accesses the pre-scheduled therapy session.
4. Navigates the menu and accesses an exercise session, defining the specs
5. Goes through the session lobby to confirm specs and select a musical genre.
6. Performs the therapy or exercise session.
7. Inspects therapy progress and session metrics.
8. Browses the support and FAQ modules.
9. Exits the application.
Low-Fidelity Prototype
Low-Fidelity Prototype
The low-fidelity prototype expanded on the core user flow and concept sketch to create a two-dimensional artifact used for testing. When designing this prototype, I began considering important design concepts, envisioning how a diverse audience, including seniors unfamiliar with virtual reality sessions, might use it.
This is where key concepts from the background research surfaced. Ensuring good readability and comfortable body movement throughout the experience became crucial for potential user learning curves and ease of use. Additionally, maintaining a simple interface with visuals that avoid clutter was deemed essential to preserve immersion and the fluency of interactions.
The low-fidelity prototype expanded on the core user flow and concept sketch to create a two-dimensional artifact used for testing. When designing this prototype, I began considering important design concepts, envisioning how a diverse audience, including seniors unfamiliar with virtual reality sessions, might use it.
This is where key concepts from the background research surfaced. Ensuring good readability and comfortable body movement throughout the experience became crucial for potential user learning curves and ease of use. Additionally, maintaining a simple interface with visuals that avoid clutter was deemed essential to preserve immersion and the fluency of interactions.
Evaluation
Cognitive Walkthrough
Cognitive Walkthrough
Upon completing the first iteration of a low-fidelity prototype capturing the main interactions of the core user case for the patient, I recruited three XR design experts to conduct cognitive walkthroughs of the prototype. I chose this evaluation method due to the logistical barriers posed by the project in the midst of the pandemic. This involved user testing for the most crucial actions in the interaction sequence, providing scores, and offering additional feedback for potential issue mitigation.
Upon completing the first iteration of a low-fidelity prototype capturing the main interactions of the core user case for the patient, I recruited three XR design experts to conduct cognitive walkthroughs of the prototype. I chose this evaluation method due to the logistical barriers posed by the project in the midst of the pandemic. This involved user testing for the most crucial actions in the interaction sequence, providing scores, and offering additional feedback for potential issue mitigation.
Brand and Design System
After refining the prototype based on feedback from the walkthroughs, I developed the branding and design system for the solution. The brand concept revolves around a futuristic experience that feels deep and cutting-edge but also friendly and safe. Given that this is primarily a therapeutic tool, a color scheme based on blue tonalities provides the ease and calm required to face a previous therapy experience that might have been painful or uncomfortable. Ensuring high readability and clickability also enables the necessary affordance for smooth interactions.
The design system captured the visual specifications as well as guidelines for other senses at play. It involved defining specifications for how haptic response would operate and how sound design should be implemented to support the atmosphere and immersion. Sound is particularly important due to the musically-oriented experience but is also closely connected to the AI assistant guiding the onboarding and help processes.
After refining the prototype based on feedback from the walkthroughs, I developed the branding and design system for the solution. The brand concept revolves around a futuristic experience that feels deep and cutting-edge but also friendly and safe. Given that this is primarily a therapeutic tool, a color scheme based on blue tonalities provides the ease and calm required to face a previous therapy experience that might have been painful or uncomfortable. Ensuring high readability and clickability also enables the necessary affordance for smooth interactions.
The design system captured the visual specifications as well as guidelines for other senses at play. It involved defining specifications for how haptic response would operate and how sound design should be implemented to support the atmosphere and immersion. Sound is particularly important due to the musically-oriented experience but is also closely connected to the AI assistant guiding the onboarding and help processes.
High-Fidelity Prototype
High-Fidelity Prototype
Lastly, I developed a 2D High-Fidelity Prototype that depicted the immersive experience from all angles, covering access to the application, user onboarding, main menu, session types, therapy specifications, therapy interaction, evaluation output, consolidated metrics, and more. The mockups developed captured the visual output desired as per brand guidelines and the overall look and feel for users. It aimed to address a cutting-edge experience that feels futuristic but is also expressive, deep, and engaging.
Lastly, I developed a 2D High-Fidelity Prototype that depicted the immersive experience from all angles, covering access to the application, user onboarding, main menu, session types, therapy specifications, therapy interaction, evaluation output, consolidated metrics, and more. The mockups developed captured the visual output desired as per brand guidelines and the overall look and feel for users. It aimed to address a cutting-edge experience that feels futuristic but is also expressive, deep, and engaging.
Retrospective
How We Solved the Problem
How We Solved the Problem
The solution addresses key physical therapy challenges I found during my research like like mobilization, pain, and costs and a remote platform would also allow therapists to assign and track sessions, patients save travel time, and gamified sessions shift the focus from pain to engagement. Additionally, It also fosters caregiver involvement by enabling session monitoring and communication with therapists.
The solution addresses key physical therapy challenges I found during my research like like mobilization, pain, and costs and a remote platform would also allow therapists to assign and track sessions, patients save travel time, and gamified sessions shift the focus from pain to engagement. Additionally, It also fosters caregiver involvement by enabling session monitoring and communication with therapists.
Challenges
Challenges
Limited experience in spatial prototyping prevented me from creating a true spatial prototype. To bridge this gap, I collaborated with XR design experts for cognitive walkthroughs, identifying usability issues.
Limited experience in spatial prototyping prevented me from creating a true spatial prototype. To bridge this gap, I collaborated with XR design experts for cognitive walkthroughs, identifying usability issues.
Learnings
Learnings
This project expanded my understanding of spatial UX, emphasizing the unique physical and cognitive constraints of VR, such as fatigue and movement limitations. It also taught me the importance of user-centric decisions in complex, high-stakes solutions and the value of clear communication with stakeholders.
This project expanded my understanding of spatial UX, emphasizing the unique physical and cognitive constraints of VR, such as fatigue and movement limitations. It also taught me the importance of user-centric decisions in complex, high-stakes solutions and the value of clear communication with stakeholders.
ImproVR
Physical therapy in Virtual Reality (VR)
Designed a remote VR therapy platform that addresses mobilization, pain, and costs for physical therapy patients, enhancing engagement through gamified sessions. Involves therapists, patients, and caregivers.
Designed for
Capstone Project at Universidad Internacional de La Rioja (Spain)
Role and Contribution
Qualitative Research
Analysis and Ideation
Analysis and Ideation
User Interface Design
Branding
Space
Healthcare
Emerging Technology
Virtual Reality
Date
March 2020
Background
How Might We
How Might We
In 2017, my father-in-law suffered a severe ischemic stroke, requiring intensive therapies to regain physical and cognitive abilities. One treatment involved Virtual Reality (VR) therapy, where he performed guided movements through immersive games or scenes. While promising, the therapy highlighted challenges like mobilization, high costs, and time constraints.
This experience made me wonder how gamified VR experiences could enhance therapy, making it more accessible and engaging. During the pandemic, I started exploring how a connected platform could use this technology to support remote physical therapy for patients and caregivers.
How might we design immersive, gamified platforms to improve physical therapy while overcoming barriers like accessibility, cost, and mobility?
In 2017, my father-in-law suffered a severe ischemic stroke, requiring intensive therapies to regain physical and cognitive abilities. One treatment involved Virtual Reality (VR) therapy, where he performed guided movements through immersive games or scenes. While promising, the therapy highlighted challenges like mobilization, high costs, and time constraints.
This experience made me wonder how gamified VR experiences could enhance therapy, making it more accessible and engaging. During the pandemic, I started exploring how a connected platform could use this technology to support remote physical therapy for patients and caregivers.
How might we design immersive, gamified platforms to improve physical therapy while overcoming barriers like accessibility, cost, and mobility?
Desk Research
Desk Research
I conducted extensive research on the technology itself, delving into the Human-Computer Interaction perspective. This involved exploring how emerging technologies like Extended Reality (XR) and Artificial Intelligence (AI) have increasingly expanded over the years, examining the various applications of Virtual Reality in different fields, and understanding the usability constraints when designing experiences for spatial design.
I conducted extensive research on the technology itself, delving into the Human-Computer Interaction perspective. This involved exploring how emerging technologies like Extended Reality (XR) and Artificial Intelligence (AI) have increasingly expanded over the years, examining the various applications of Virtual Reality in different fields, and understanding the usability constraints when designing experiences for spatial design.
Research
Competitive Benchmark
I selected five solutions available in the market that were aligned with the problem space and evaluated them using the following criteria: market presence, platform capabilities, product accessibility, usability, and therapeutic value. XR Health emerged as the top solution, with a very appealing offering that includes easy access to hardware, an interconnected platform for therapists and patients, and a wide variety of third-party applications oriented towards physical and cognitive therapy.
I selected five solutions available in the market that were aligned with the problem space and evaluated them using the following criteria: market presence, platform capabilities, product accessibility, usability, and therapeutic value. XR Health emerged as the top solution, with a very appealing offering that includes easy access to hardware, an interconnected platform for therapists and patients, and a wide variety of third-party applications oriented towards physical and cognitive therapy.
User Interviews
Competitive Benchmark
I selected five solutions available in the market that were aligned with the problem space and evaluated them using the following criteria: market presence, platform capabilities, product accessibility, usability, and therapeutic value. XR Health emerged as the top solution, with a very appealing offering that includes easy access to hardware, an interconnected platform for therapists and patients, and a wide variety of third-party applications oriented towards physical and cognitive therapy.
Competitive Benchmark
I selected five solutions available in the market that were aligned with the problem space and evaluated them using the following criteria: market presence, platform capabilities, product accessibility, usability, and therapeutic value. XR Health emerged as the top solution, with a very appealing offering that includes easy access to hardware, an interconnected platform for therapists and patients, and a wide variety of third-party applications oriented towards physical and cognitive therapy.
Analysis and Ideation
Personas
Personas
After the initial research, I was able to define the personas and potential roles interacting in this platform.
Patient: Someone with a mild, moderate, or severe lesion requiring physical therapy. All share concerns about costs, time investment, and potential pain. The more time invested, the less motivation and predisposition to complete the program is evident.
Therapists: They face logistical barriers, especially for mild lesions, experiencing additional costs often unrecognized in mobilizing, particularly during the pandemic.
Caregivers: Friends and family frequently provide emotional and logistical support.
After the initial research, I was able to define the personas and potential roles interacting in this platform.
Patient: Someone with a mild, moderate, or severe lesion requiring physical therapy. All share concerns about costs, time investment, and potential pain. The more time invested, the less motivation and predisposition to complete the program is evident.
Therapists: They face logistical barriers, especially for mild lesions, experiencing additional costs often unrecognized in mobilizing, particularly during the pandemic.
Caregivers: Friends and family frequently provide emotional and logistical support.
Product Concept
Every patient, condition, and rehabilitation journey is unique. People often prioritize time, money, and convenience—factors that frequently clash with the demands of therapy.
As research indicated, physical therapy can be prescribed for individuals of any age and condition. Music can foster a positive attitude and divert attention from pain or discomfort. It also enables the product to scale and appeal to a diverse user base. A character would visually guide the patient through exercises, asking them to replicate movements. This promotes trust and concentration. VR doesn't require complexity to be impressive—simple controls and interactions allow patients of all capabilities to achieve their goals.
Every patient, condition, and rehabilitation journey is unique. People often prioritize time, money, and convenience—factors that frequently clash with the demands of therapy.
As research indicated, physical therapy can be prescribed for individuals of any age and condition. Music can foster a positive attitude and divert attention from pain or discomfort. It also enables the product to scale and appeal to a diverse user base. A character would visually guide the patient through exercises, asking them to replicate movements. This promotes trust and concentration. VR doesn't require complexity to be impressive—simple controls and interactions allow patients of all capabilities to achieve their goals.
Design
User Flow and Concept Sketching
User Flow and Concept Sketching
This product includes different roles and potential user flows per device. However, the project focuses on the use case of a physical therapy patient. The flow includes:
1. User accesses the VR application on a desktop or laptop computer.
2. Goes through the onboarding process.
3. Navigates the menu and accesses the pre-scheduled therapy session.
4. Navigates the menu and accesses an exercise session, defining the specs
5. Goes through the session lobby to confirm specs and select a musical genre.
6. Performs the therapy or exercise session.
7. Inspects therapy progress and session metrics.
8. Browses the support and FAQ modules.
9. Exits the application.
This product includes different roles and potential user flows per device. However, the project focuses on the use case of a physical therapy patient. The flow includes:
1. User accesses the VR application on a desktop or laptop computer.
2. Goes through the onboarding process.
3. Navigates the menu and accesses the pre-scheduled therapy session.
4. Navigates the menu and accesses an exercise session, defining the specs
5. Goes through the session lobby to confirm specs and select a musical genre.
6. Performs the therapy or exercise session.
7. Inspects therapy progress and session metrics.
8. Browses the support and FAQ modules.
9. Exits the application.
Low-Fidelity Prototype
Low-Fidelity Prototype
The low-fidelity prototype expanded on the core user flow and concept sketch to create a two-dimensional artifact used for testing. When designing this prototype, I began considering important design concepts, envisioning how a diverse audience, including seniors unfamiliar with virtual reality sessions, might use it.
This is where key concepts from the background research surfaced. Ensuring good readability and comfortable body movement throughout the experience became crucial for potential user learning curves and ease of use. Additionally, maintaining a simple interface with visuals that avoid clutter was deemed essential to preserve immersion and the fluency of interactions.
The low-fidelity prototype expanded on the core user flow and concept sketch to create a two-dimensional artifact used for testing. When designing this prototype, I began considering important design concepts, envisioning how a diverse audience, including seniors unfamiliar with virtual reality sessions, might use it.
This is where key concepts from the background research surfaced. Ensuring good readability and comfortable body movement throughout the experience became crucial for potential user learning curves and ease of use. Additionally, maintaining a simple interface with visuals that avoid clutter was deemed essential to preserve immersion and the fluency of interactions.
Evaluation
Cognitive Walkthrough
Cognitive Walkthrough
Upon completing the first iteration of a low-fidelity prototype capturing the main interactions of the core user case for the patient, I recruited three XR design experts to conduct cognitive walkthroughs of the prototype. I chose this evaluation method due to the logistical barriers posed by the project in the midst of the pandemic. This involved user testing for the most crucial actions in the interaction sequence, providing scores, and offering additional feedback for potential issue mitigation.
Upon completing the first iteration of a low-fidelity prototype capturing the main interactions of the core user case for the patient, I recruited three XR design experts to conduct cognitive walkthroughs of the prototype. I chose this evaluation method due to the logistical barriers posed by the project in the midst of the pandemic. This involved user testing for the most crucial actions in the interaction sequence, providing scores, and offering additional feedback for potential issue mitigation.
Brand and Design System
After refining the prototype based on feedback from the walkthroughs, I developed the branding and design system for the solution. The brand concept revolves around a futuristic experience that feels deep and cutting-edge but also friendly and safe. Given that this is primarily a therapeutic tool, a color scheme based on blue tonalities provides the ease and calm required to face a previous therapy experience that might have been painful or uncomfortable. Ensuring high readability and clickability also enables the necessary affordance for smooth interactions.
The design system captured the visual specifications as well as guidelines for other senses at play. It involved defining specifications for how haptic response would operate and how sound design should be implemented to support the atmosphere and immersion. Sound is particularly important due to the musically-oriented experience but is also closely connected to the AI assistant guiding the onboarding and help processes.
After refining the prototype based on feedback from the walkthroughs, I developed the branding and design system for the solution. The brand concept revolves around a futuristic experience that feels deep and cutting-edge but also friendly and safe. Given that this is primarily a therapeutic tool, a color scheme based on blue tonalities provides the ease and calm required to face a previous therapy experience that might have been painful or uncomfortable. Ensuring high readability and clickability also enables the necessary affordance for smooth interactions.
The design system captured the visual specifications as well as guidelines for other senses at play. It involved defining specifications for how haptic response would operate and how sound design should be implemented to support the atmosphere and immersion. Sound is particularly important due to the musically-oriented experience but is also closely connected to the AI assistant guiding the onboarding and help processes.
High-Fidelity Prototype
High-Fidelity Prototype
Lastly, I developed a 2D High-Fidelity Prototype that depicted the immersive experience from all angles, covering access to the application, user onboarding, main menu, session types, therapy specifications, therapy interaction, evaluation output, consolidated metrics, and more. The mockups developed captured the visual output desired as per brand guidelines and the overall look and feel for users. It aimed to address a cutting-edge experience that feels futuristic but is also expressive, deep, and engaging.
Lastly, I developed a 2D High-Fidelity Prototype that depicted the immersive experience from all angles, covering access to the application, user onboarding, main menu, session types, therapy specifications, therapy interaction, evaluation output, consolidated metrics, and more. The mockups developed captured the visual output desired as per brand guidelines and the overall look and feel for users. It aimed to address a cutting-edge experience that feels futuristic but is also expressive, deep, and engaging.
Retrospective
How We Solved the Problem
How We Solved the Problem
The solution addresses key physical therapy challenges I found during my research like like mobilization, pain, and costs and a remote platform would also allow therapists to assign and track sessions, patients save travel time, and gamified sessions shift the focus from pain to engagement. Additionally, It also fosters caregiver involvement by enabling session monitoring and communication with therapists.
The solution addresses key physical therapy challenges I found during my research like like mobilization, pain, and costs and a remote platform would also allow therapists to assign and track sessions, patients save travel time, and gamified sessions shift the focus from pain to engagement. Additionally, It also fosters caregiver involvement by enabling session monitoring and communication with therapists.
Challenges
Challenges
Limited experience in spatial prototyping prevented me from creating a true spatial prototype. To bridge this gap, I collaborated with XR design experts for cognitive walkthroughs, identifying usability issues.
Limited experience in spatial prototyping prevented me from creating a true spatial prototype. To bridge this gap, I collaborated with XR design experts for cognitive walkthroughs, identifying usability issues.
Learnings
Learnings
This project expanded my understanding of spatial UX, emphasizing the unique physical and cognitive constraints of VR, such as fatigue and movement limitations. It also taught me the importance of user-centric decisions in complex, high-stakes solutions and the value of clear communication with stakeholders.
This project expanded my understanding of spatial UX, emphasizing the unique physical and cognitive constraints of VR, such as fatigue and movement limitations. It also taught me the importance of user-centric decisions in complex, high-stakes solutions and the value of clear communication with stakeholders.