Case study ↓
Crib: VR art collections experience
Oculus app / iOS app /Andriod App
Crib is a virtual environment that allowing user to transfer their NFT art pieces in. Once user have purchased the NFTs through the connected marketplace, they can place the item here and decorate their virtual space and socialise with other users in this space.
When
(situation)
provide an immersive experience
(movitcation)
(outcome)
.
Define ↓
Objective
By creating the unique virtual experience, we want user enjoy the time in metaverse and engage the purchases of NFTs art pieces from connected marketplace. From that, also want to bring users a seamless web3 experience.
Problems
// The existing NFTs purchase flow is missing a following up experience to make user feels satisfy or meanlingful
// A lot of local artists cannot get recognized from traditional channels
// NFTs collectors has no medium to display their collections
Solutions
// Users can imported their NFTs collections in the virtual spaces and decorate with them
// Users can visit other's Crib and view their collections, potentially would add buying feature
Personas
Research ↓
Research
3D environment is not new at the moment. The 3D team was taking lead in creating 3D models and spaces by referecing a lot of gaming platform.
However the idea of attaching NFTs in is relatively new. In early stage of exploring, I have to reference to existing mobile gaming apps for interface. Meanwhile, Oculus experience was very new and a lot of applications are not mature. The research involving a lot of time in Oculus environment to experience the controls and movements.


Implement ↓
Ideation
By working closely with product managers, and with 3D model created by the visual team and Unity team's support - the virtual view of Crib is established. I added the Crib' view selection and NFTs selection interface and together match with suitable VR controls gestures.
Base on the VR designs, we develop mobile app version and desktop version as well.
Test ↓
VR experience bugs fix and enhancements
Designing a VR experience is fundamentally different from other digital products. One major reason is that building a prototype requires substantial development effort, making it impossible to test until the entire VR experience is fully constructed. Additionally, the design and experience quality assurance (QA) process is unique; it demands extensive time dedicated to interacting with and playing through the VR environment.
What is the difficulties during QA?
There are no screenshot I can do , no figma file that I can leave my comments in. The whole process was long and painful.
Each time I need record a video of the whole interactive experience
Since I have to wear the oculus goggles, I cannot spare my head to take notes in between cause I do not have my sight outside of the virtual views.
I can only rely on remembering each bugs located at and rewatch the video again and again - to make sure I mark down each movements
🌟 Impacts of the project
52%
Members from DAO signed up for Beta
40+
Artists to partner with
~5
VR scenes tested
The Crib promotional video made its debut at HKAGC, sparking excitement among NFT collectors with its innovative concept of a virtual space for art collections.
Simultaneously, the platform garnered significant interest from artists and brands, paving the way for exciting collaborations and expanding its creative ecosystem.
⚡️ Learnings from this project
User Research
Essential for understanding diverse user needs in property management.
Iterative Design
Critical for refining user interfaces and improving overall user experience.
Seamless Integration
Important to integrate technology with user workflows effectively.
Stakeholder Communication
Clear communication with stakeholders ensures alignment and project success.