A VR environment to envision a post-secondary learning environment that encourages creativity and collaboration

view prototype↗

My Role

Lead on Illustrations and Colour Theory, supported Research and 3D Modelling


Cinema 4D, A-Frame, HTML/CSS, VR, Illustrator, InDesign, Photoshop


February 2019
36 hours


The way you interact with your environment affects the way you learn. Scholastic has stated that 98% of children aged 3-5 showed they can think divergently but by age 13-15, only 10% could think this way.

Thinking divergently is essential to the learning process of people all ages, and the spaces people are in should promote creativity and collaboration. Knowing this, my team and I created a learning space keeping colour, atmosphere and comfort in mind while having designated areas for stimulation, collaboration, reflection & play.

how might we...

re-design the physical space of post-secondary classrooms to encourage creativity and collaboration?


1. Ideation

  1. Reverse Brainstorming
  2. Diverging Ideas
  3. Converging Ideas
  4. Mind-Mapping

2. Research

  1. Competitor Analysis
  2. Meta-Analysis
  3. Observation
  4. Online Surveys
  5. Personal Experiences

3. Design

  1. Colour Studies
  2. Layout
  3. Drawing
  4. 3D Modelling


We were given 36 hours to come up with a design solution for the following sentence "How would you design an education system for the future that makes education fun?"​

My team and I got to brainstorming quickly, starting with mind-mapping our issues with the education system. We also created an online survey that generated results from 40 users. We then converged our ideas and came up with a statement: ​The way you interact with your environment affects the way you learn.


Using what we found to be main issues from our ideation phase, we researched for the following areas:

  1. Natural lighting is good for creativity and comfort
  2. Green, blue, orange and red are great colours for creativity, stimulation and comfort but should not be over-used
  3. Modular furniture can be comfortable and also be used as storage spaces for users to give them a sense of ownership and agency of their space
  4. 98% of children aged 3-5 showed they can think divergently, by age 13-15, only 10% could think this way
  5. Four types of spaces encourages creativity and innovation:
    Stimulate - space for inspiration, Reflect - space for thinking, Collaborate - space for sharing, Play - space for exploring


Taking all of our research into account, we took the four types of spaces that encourage creativity and innovation and created a space that incorporated these four types of spaces while also being customizable.

1. Stimulate/Collaborate Space

Encouraging collaboration and ideation in an open, inviting environment. The use of stools instead of chairs and desk creates a sense of community and makes people open to critique and sharing ideas.

2. Reflect Space

This space uses modular desks so that students customize their seating arrangements so that they have ownership over their own personal space and feel comfortable in that space.

3. Play Space

This space encourages exploration. Storage will contain a variety of supplies so that students can practice hands-on learning in an open space.

We designed the furniture to enhance the collaboration aspect, we created illustrations to help the viewer envision the room, and lastly we created the room as a VR experience so that the viewer could experience the space as realistically as possible with the technology we had on hand.

This project had many moving parts, so my role was creating an isographic drawing of the room, colour theory, helping with room layout and the 3D model for the VR experience.

Room Layout

Here is what the stimulate, collaborate, play and reflect spaces look like while all integrated to be in the same room.

The furniture is moveable to give students a sense of ownership and agency over their own space, maximizing their ability to create and collaborate. I created a mock-up of what the room would look like in an isometric view. I combined the research conducted on colour theories and customizable furniture to create an illustration of what the design would ideally look like.

3D Modelling & VR Experience

Our team worked together to create a fully immersive VR experience to simulate how the space would look and feel to scale.

view prototype↗

Key Takeaways

Ellehacks is the largest hackathon created for women and non-binary individuals of all experience levels
I felt comfortable to thrive and learn in an inclusive and safe space. I also learned that:
  1. Brainstorm. Brainstorm. Brainstorm. My team and I used different brainstorming methods for at least 3 hours before deciding on our final idea, which lead to a totally cool and unique solution to the design challenge that we never would've thought of without the time and techniques we put into it.
  2. Not all solutions look the same. As Ellehacks was my first hackathon, I assumed that every solution would be some sort of app. And from what I saw, most of them were. Our team created a unique VR/interior design experience to solve the design challenge, which successfully lead us to receiving and honourable mention from Accenture in the closing ceremony and an invitation to present our solution at their office in Toronto.