Position: User Researcher Coordinator and Moderator
Duration: One Year
Focus: Wearable technology, especially XR experiences
Technologies Tested
Our primary testing was with quantitative research on wearable technology experiences. Our secondary testing was qualitative, focusing on experiences with various different technologies.
My Responsibilities
Moderating User Testing Sessions
Maintaining Accuracy with Data Collection
Collaborating with Team Members
Personal and Professional Growth
During my time with Meta, I was able to experience client communication. I would work with quality assurance to make sure I collected the best quality data. I also tested new technologies with real tests involving real people. This allowed me to communicate with the client for feedback and collaboration to make sure we got the best data possible.
Reflection
I didn't realize how much I enjoy user testing. It uses my strengths of staying organized and working as a team to accomplish a goal.
Pride Passion Project in the Metaverse
Most of the actual work I did for Meta is NDA, so here's a project I did in my own time to display some of my knowledge and growth in this position.
Task
Ask: Design something to give back to the LGBT community
Solution: Gender and sexuality exploration in VR
Impact: Give back to the community, empower LGBT people, support and love in a safe space, online community
Design Strategy
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Design Area
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Decide on interactive features
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Listening to music, Watching tv, playing games, customizing avatar
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Explore different approaches and programs to use
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Research the user and their needs
Brainstorm
User Persona and User Journey
Information Architecture and Impact
Visual Mood Board
Drafts, Wireframes, and Screens
Final Design
Adobe Aero AR
This would be a gift to send your friend.
Programs and Methods Used
Alt Space VR
Shapes XR
Blender
Figma
Adobe Aero
Quantitative & Qualitative User Research
What I Learned
Interaction in XR spaces benefit from being familiar.
For example, in menus there are buttons and scrolls which are very similar to websites and physical buttons. XR experiences are super interesting and fun and new. So, in order to keep it fun and limit frustration, giving users tools they are familiar with can benefit them and their interactions in the experience.
3D Design Composition and Architecture in XR settings.
3D design is majorly important in XR settings. When people go into XR settings it's exciting to see something new and tangible. I've heard people say "Woah, it's right there!" Using composition in 3D design can help the user understand the extended reality. For example in my design I have rocks and a different color for the boundary users can explore.
Why and How People use XR.
People use XR in different ways and for different reasons. It is so important to consider all different users when designing in XR. One user I think of is the user who apologizes for who they are whether its an accent or a physical limitation. In my research, I encourage people to be themselves and allow for the design to work for them. I also think of the mental needs of the user. In my design I considered trans users like my partner. She was able to find herself by using Bonelab and customizing her avatar.