
Part 1 — VIVERSE for Business: Core Journeys
A Two-Part Story
VIVERSE for Business is a large-scale enterprise VR platform with complex workflows, diverse user roles, and strict access controls. I led the UX design from zero to launch, balancing customer needs, technical feasibility, and business goals under tight timelines.
To show the breadth and depth of the work, this case study is split into two parts:
Part 1 covers core user journeys that define how people enter, navigate, and communicate.
Part 2 focuses on in-meeting collaboration tools, accessibility, and design system development.
Together, they tell a single story of solving high-stakes design problems in a fast-changing environment.
Client:
HTC VIVERSE
Role:
Lead UX Designer
Year:
May 2022 - Nov 2024
Designing entry, navigation, and communication for enterprise VR.
Our team
2
UX&UI Designers
1
Visual Designer
25
Developers
6
Quality Control
Overview
Me and another UX designer Irma designed the foundational experiences for VIVERSE for Business, ensuring users could enter meetings, move through virtual spaces, and communicate with colleagues intuitively—without VR-specific skills. The goal was to translate complex enterprise requirements into seamless, role-based behaviors.
Before we start the design, I did a product comparison with Microsoft Mesh, including the feature specification, website landing page, and SWOT
The 4 quadrants help us to split the phases, based on the requirement discussion with the product and the engineering manager.
The Problem
I started this product from scratch. The problem was to clarify the complex requirements and discover what enterprises truly needed—without direct customer contact—relying only on the product manager’s input. I had to transform these requirements into intuitive operational behaviors, such as defining roles and permission rules, entry/exit protocols, and navigation standards.
Based on the urgent and important quadrants, the product manager, the engineering manager, and I have agreed on the draft release plan.
Challenge
We needed to design for multiple user types (hosts, guests, space owners) in a 3D environment, all while working with evolving technical constraints. The product’s scope was broad, timelines were tight, and team members changed mid-project.
Before designing the user flow, I mapped out the relationship between roles and spaces to understand the logic of room entry permissions
Ideation of early stage
Solution
I focused on designing workflows that set clear user expectations, aligned with enterprise policies, and reduced confusion.
Entering/Leaving Meeting Rooms – Defined role-based entry permissions, arrival points, and leaving behaviors. Not about motion sickness—about clarity, predictability, and authority control.
There are 3 space types that can enter and leave. For the Building owners, space owners, and members, each role has different permissions. Even though the spec has been defined by the PM, engineers still rely on the designer to draw the chart to help them build the foundation.
In the virtual world, users can go anywhere without "walking"; they can just open the portal and transfer.
Scheduling, Editing, and Canceling Meetings – Streamlined calendar integration and made the interface simple for both VR and non-VR participants.
The use case shows how to create a meeting from the Calendar.
Not just the interaction and experience. Due to the designer shortage, I was also responsible for some of the UI design.
Checking Schedules – Through menus, users can check their personal schedule and select the meeting or event they want to join without leaving the meeting room.
Open Calendar to check the meeting schedule in VR.
Map Navigation – This multi-functional map, given the businesses have access to multiple virtual buildings and spaces in their premium plans, allows users to not only view their current location but also switch between buildings for quick travel. It also displays the occupancy status of each meeting room, indicating which spaces are available.
Private Talk – Enabled one-on-one audio calls within VR without leaving the shared space, respecting privacy boundaries.
User can call someone else by selecting from the Space management or from the Nameplate card.
Chats – Combined text, voice calls, and quick reactions in a single accessible interface for real-time and async communication.
The Key Takeaway
In Part 1, I learned how to distill ambiguous, second-hand requirements into clear, testable design flows by developing detailed user flows based on inferred needs and validating with key stakeholders.
By grounding decisions in role-based rules and predictable behaviors, I created a foundation that scaled across multiple enterprise scenarios. The experience reinforced my adaptability and ability to deliver clarity from complexity.