ZenVR
Design a user progression system to increase the user's engagement.
Teammate: Catherine Yang
Duration: 6 months
The Challenge
ZenVR is a meditation classroom that is run in virtual reality. Currently, it consists of two modes: learning and practice modes. There are a series of core lessons led by a virtual teacher Kai in the learning mode and users are expected to take them sequentially.
ZenVR faces the potential of losing users during lessons and after all lessons are finished. Therefore, the project vision is to increase user retention. To achieve this, ZenVR wants to develop a user progression system that offers users a sense of accomplishment and progression as well as some other positive feelings that will attract them to stick with the system.
Design Process
My role
I started this project with another HCI student in a Grad Studio 2022 class partnered with ZenVR, then I was recruited back by the CEO as a part-time product design intern after the semester.

Market research
I performed a comparative analysis on design touch-points of 10+ existing user progression systems. Also, I deeply studied the system framework of direct competitors, defined ZenVR's core competencies, and used its advantages in subsequent designs.
Empathetic Research Methods
I equally share the responsibility with another teammate to conduct UX research efforts, gather insights by facilitating interviews, collecting surveys, attending onside/remote observation, and more.
Creative testing methods
I designed the scene props and combined the role-playing to simulate the ZenVR environment for the concept feedback session. I also created all 2D mockups and interactive 3D prototypes in Mozilla Hubs for the initial user test, and created all the storyboards for concept evaluation with ZenVR users.
Product management
Coordinated discussions with CEO, marketing team, and engineer team to define the product vision, and roadmaps. Gathered user data to prioritize customer requirements.
Initial research
To build a solid understanding for us to proceed, we wanted to answer two questions: what is user progression system & what is meditation?
Observation
We did 2 onsite observations with the GT meditation club and 1 observation of an online meditation session. We want to have a more immersive personal meditation experience to actually put us in the shoe of meditators to build a stronger empathy with them.
Key Takeaways
Literature Review
We come to the project without a systematic understanding of a user progression system. Desk research on the topic helps us better identify higher-level factors to be considered in there. This can serve as a design guideline for us in the future.
A user progression system is 
“The breakdown of steps in the sequence and establish each step effectively to help the user move forward.”
"Hooked Model"
Yu-Kai Chou identified 8 core drives of gamification in his study. The radar chart was created based on my initial analysis of each segment and its relatedness to the nature of meditation. One principle we need to keep in mind was: We need gamification, but we don’t want it over-gamified to violate the vibe of mediation.
Comparative & Competitive analysis
Other than theoretical understanding, we’d also like to learn how existing products incorporate those factors into their product and explore what different manifestations of user progression elements are. We did 22+ case studies, including alternative apps, direct competitors, learning apps, and games.
Immersive Case study: Maloka
Maloka is one of ZenVR's direct competitors, so I spent several days using the product to sense the progression, and recorded the entire user flow. I highlighted the steps that are relevant to user progression in red color for future analysis.
Key Takeaways
User Research
We conducted 9 interviews with meditation practitioners from GT Club and 6 interviews with ZenVR users. We designed two sets of questions with a different focuses for those two user groups.
To gain a statistical perspective on the user’s preference for user progression features, we listed 12 main features derived from earlier comparative analysis and asked participants to rate them at the end of the interview. We separated the database into ZenVR users and meditation practitioners for easy comparison by calculating the average and deviation.
Data synthesis 
"Jobs to be Done" Framework
Surprisingly, based on the first part of qualitative data, we realized that the user progression system is not based on user needs, but a mechanism that drives user retention. Although the synthesized results were beyond the scope of designing a user progression system, they are still a big value for ZenVR's future research focus and open up more insightful design space for improving user retention.
User personas
I explored three mini user personas for meditators based on the interview data: "Learners," "Fixers," and "Hybrid." Currently, “Learners” are the primary user of ZenVR because the product focuses on cultivating the learning experience. However, it ignores the need of users who need a quick calming down through a short meditation session. Even though ZenVR has a practice mode, most users didn’t even know its existence.
Survey data analysis 
We calculated the average score for each UPS feature rated by ZenVR and meditation practitioners (see below table). The top 3 features that stand out are: Real-time reflection, step-by-step learning, and higher level. We also combined people's interpretation of scores for each feature and cross-analyzed the reasons for the deviation between the data and its authenticity. Eventually, we derived our design implications based on the scores and qualitative feedback. 
The metrics of the quadrant chart were based on ZenVR users’ preferences and estimated development time. It helped us to prioritize the design features.
Design Principles
Scope what truly makes users want to meditate in ZenVR
Define the key mission:
How might we engage users when they are newly entering the system and keep user retention during the first stage of core course completion?
Brianstorm
Voting, Integrating, Sketching
To come up with a feasible and cohesive design concept, we invited our stakeholders to brainstorm with us to provide some technical and marketing feedback during brainstorming.
4 selected design features
Forming a cohesive concept
I integrated these features into the current ZenVR experience and drew the storyboard to sort out the user journey. The newly added moments generated by those features are incorporated into the current userflow and highlighted. 
Concept testing & Iteration
Test Round 1
A mix-reality exciting experience…
VR, Figma, Roleplay, Storytelling, Probe, Mozilla hub...
We recruited 5 potential users to test the concept flow. We asked participants to use the ZenVR product pre-test. We utilized role-playing combined with narrative to represent a new story for users and used other materials to facilitate the storytelling.
I created a mockup of Zen Garden in the Mozilla hub which is a web-based private 3D virtual space that users can freely navigate and have a better vision of what a Zen garden can look like. I also borrowed some real bonsais to represent Tree growth. I created an interactive prototype in Figma for the library feature. I played the role of Kai (a virtual teacher in ZenVR) and guided them to experience the whole journey through voice and playing. 
Insights from test round 1
Concept iteration 
Refinement 1: Add more excitement after each course
“Bonsai on the shelf”
Since it’ll take about 2 months to complete the core lessons, It takes too long for users to capture the subtle change in the plant’s growth. We tried to democratize one big tree to different plants. With “Bonsai on shelf” feature, users can collect one bonsai after each lesson and store it in the library.
Refinement 2: Leverage ZenVR’s environmental resources
“ Backpack”
One competitive characteristic that ZenVR has is its beautiful natural environment. Immersing in such an environment is a relieving experience. We should encourage users to explore around and find a trace of peace. I designed the “Backpack” feature where user can personalize their own meditation spot in any place on the map.
Test Round 2
Method 1: Storyboard
We interviewed 6 ZenVR users remotely in total. We didn’t take the same testing approach as the first round, rather, we tested each idea separately through storyboards. I created 4 of 5 storyboards and walked through them with users each by each frame, then asked for feedback.
Method 2: Rating scales
After introducing each idea, we asked participants to give the rating they thought of how much the idea would incentivize them to continue learning and practicing meditation in ZenVR. With that, we can add more consideration metrics to our decision.
Participants generally thought all of the ideas could motivate them to keep learning meditation to some extent. However, based on the scores, we can see that users especially love the Library and Backpack concepts.

"On a scale of 1-5, how much do you think this concept will incentivize you to continue learning and practicing meditation in ZenVR? "
Method 3: Prioritizing vote
To help us prioritize the feature to implement first, we asked participants at the end of the interview to vote on the mentioned design ideas they would really like to see implemented into ZenVR.
Library and Backpack concept each has 4 out of 6 votes, Garden and Multi-level dojo concept each has 2 out of 6 votes, While no one votes for Bonsai on shelf concept.
Method 3: Participatory design in dialogue
One part of this feedback session is about design for details. We want to hear from the users to shape their ideal ZenVR world, so we invited users to design with us and build more details and interactive elements upon the concepts. After that, we met with the engineers to discuss the feasibility of those proposed ideas and concrete them together.
Insights from test round 2
Final Design
This is a systematic design that integrates user progression elements such as level-up, cultivation, collection, step-by-step learning, etc. It transforms the original monotonous “take class then leave” learning mode into a diversified, highly interactive, and highly interesting exploratory learning experience.
User Progression System Architecture
You are a meditating traveler.
Each player has a backpack, which stores different props they get by taking courses that allow users to meditate in an entertaining way. With this backpack, players can use props to relax and heal in any location they like in Zen Valley.

You are a cultivator.
In the Zen valley, the meditators have their own piece of land and nurture this land by continuously acquiring knowledge so that the land can grow and become prosperous.

You are a practitioner.
Players can take courses in the dojo, listen to books in the library, and meditate in the Zen Valley. The newly designed system creates a different practice environment for meditators. The higher dojo indicates a higher level of their self-cultivation, escalating from a novice to an experienced meditator.
System Mechanism
High-level dojo
The dojo in the center of ZenVR valley was added to the third floor from the original one. Each floor is a new classroom. A total of eight lessons are divided into three course sets, representing the three stages of meditation. Users can only enter the next floor after completing one stage of the course.

1st floor: The first floor is also the base of the building, which means that to become an experienced meditator, you need to learn basic meditation concepts and build a solid foundation. Kai (a virtual teacher is ZenVR) will teach the first and second lessons on this floor.
2nd floor: Ascending to Level 2 indicates that the meditator has entered the intermediate stage, where user can learn more in-depth meditation techniques. Kai will teach the third to the fifth lesson on this floor.
3rd floor: Reaching the top floor of the dojo indicates that the users have gradually become experienced meditators. Kai will teach the sixth to the eighth lesson on this floor. Because the classroom is on top, user can see a more beautiful and wider scene, which symbolize that they have learned a wider range of knowledge through continuous learning.
Library
The library is one of the favorite features of users, it provides more avenues for learning beyond courses. Users hope to make it a quiet, cozy, and harmonious space.
Open, beautiful scenery
The library is located on the top of the mountain, where there is a waterfall underneath it. Users can listen to the sounds of nature and enjoy the beauty of mountain views.
Audio-based content
The library offers a variety of meditation books and daily Zen quotes, supported by audio playback.
Backpack
This concept motivates users to collect different items through continuous learning and unlock novel interactive experiences. Users are encouraged to explore the scenery of Zen valley and use the props in the backpack to help them chill and relax.
Backpack: interaction mechanism
Users can collect three types of props to put in the backpack. The first type is consumable props, such as seeds. After the user plants the seed, it will be consumed and the number will decrease. The second type is decorative props, such as bonsais and shelves, which can be placed in any place. The third is interactive props, such as watering cans, singing bowls, Kongming lanterns, etc.
I designed the interfaces of the backpack menu and the interaction rules of the controller. The interaction content is ideated based on discussions with users and stakeholders.
Garden
Players would get a seed after the introduction and plant it in the land. As players finish the main courses one by one, the creatures on the land will grow naturally. After completing the last core course, a prosperous garden will be nurtured.
Self-reflection
Next Step

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