ux research

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


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?



  • Reverse Brainstorming
  • Mind-Mapping
  • Diverging Ideas
  • Converging Ideas

2. Research

  • Competitor Analysis
  • Meta-Analysis
  • Observation
  • Online Surveys
  • Personal Experiences


  • Furniture Design
  • Room Layout
  • 3D Modelling
  • Creating Website
  • Isometric Room View


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:


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.


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.


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.

Key takeaways

Ellehacks was my first ever hackathon, and what a great hackathon that was! 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:

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