Mytaverse is B2B metaverse platform that creates interactive worlds in the Unreal 5 engine that can be streamed from any device. Clients include Zaha Hadid Architecture, Dassault Aviation, Nike and the Pepsi Corporation.
Getting Started
Joined the team after their initial launch, they were trying to figure out product-market fit, how people were utilising the platform and how to get them onboarded.
To learn more, I’ve conducted 12 interviews with existing users and virtual field studies with 6 group of users entering the world for the first time. The finding were as follows:
9 / 12 - Wanted to use their world to promote and sell some kind of product or service 5 / 12 - Were having problems with controlling their avatar 4 / 12 - Had issues connecting to the audio channel 4 / 12 - Had problems with navigating the world 2 / 12 - Had connection issues
The majority of our users it seems were utilising the metaverse for commercial use cases.
The UI at the time had many issues, as people were struggling to connect to the audio channel, mute themselves or even navigate within the virtual environment.
We wanted to create an interface that resembles traditional meeting tools like Google Hangouts and Zoom. This would lower the barrier of entry and make the transition to 3D environments easier.
To come up with the new UI I’ve organised a three day design sprint that involved development and the executive team. The goal was to understand what our users wanted and what were the structural issues that got in the way. In the end we created two options for additional validation.
To decide on the viable option 6 users were interviewed and tested on prototypes, 3 on option A and 3 on option B. Since users were having issues with the transparent bar obscuring the view and they preferred the horizontal layout we decided to continue with the ‘bubble style’ version.
Onboarding
Many users were not familiar with video game controls and we had several initiatives to combat this. One of the first was a virtual lobby area where users could try out controls on their own while waiting for the game to load. The problem was that many users confused the lobby as the actual game itself and as we gradually decreased the time to load it made sense to design something more lightweight.
This is how we ended up with a more traditional loading screen that allowed people to familiarise themselves with the controls while clicking through helpful tips and hints.
Another initiative was the addition of a helpful bot that users could invoke at any time by speech or text. The bot ‘S.A.R.A’ (Sentient, Autonomous, Robot, Aid) would provide helpful instructions from the knowledge base and vocal answers using a machine learning generated voice.
Custom Worlds
Most or our clients wanted a world they can call their own. This meant custom avatar skins, brand colors and assets across the interface and the 3D environments. We also split tested variations on what kind of login interfaces clients wanted and with what login options available.
Video Conferencing
The addition of video conferencing was a huge milestone for the project. We wanted to design something that incorporates the feeling of being in a three dimensional environment. The ideas was to show participants based on the rotation and distance from the user’s avatar. As the user changes the view and starts moving the videos would rotate as well, similar to a compass.
Admin Panel
Creating worlds took us hours as each one had to be set up by one of our admins. We wanted to speed that up and let users set up the basics with the introduction of modular worlds with interchangeable facilities and rooms.
** Running on every device **
Since the game itself is being streamed on the web it doesn’t require much computing power. The interface had to be available for users on tablets, phones and large screen devices.