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VR Zen Garden Simulator

Overview

This VR game is required by a client and needs to be showcased in CNE and the Nuit Blanche Toronto Event. In the game, the player can create their own Zen garden on a floating island. The player can shape the sand with a wooden rake, select and plant different flowers, put a sky lantern, and walk around the fantastic floating island. I was responsible for the UI and UX design, including tutorials, menus, controls, and accessibility. 

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Studio: Mystic Minds Game Studio

Platform: Oculus 2 (VR)

Responsibilities: User Research, UX design, UI design, UI Art, UX audio,  UI development

Engine and tools: Adobe Suite, Figma, Unity, Jira, Miro, Google Suite

UX Design Process

Challenge

One of the significant challenges is to design a game that caters to players of all ages requires creating intuitive and clear instructions that can be easily understood by everyone. Besides, design the game menu in a way that is convenient, comfortable, and easy for players to interact with by using controllers. It is also essential to ensure that the game is accessible to players of different heights so that everyone can interact with it comfortably.

Research and Discovery

I conducted some research on the most suitable menu design for VR environments. My references were Painting VR, Farming Simulator, and Job Simulator. I noticed that their menus usually have a minimalist design with clean layouts and uncluttered visuals. This simplicity makes it easier for users to navigate the menus and prevents distractions from the main gaming experience.

User Interviews

During the testing phase of our prototype, I conducted a survey asking players of different ages various questions about UI. The survey results showed that the majority of players requested a UI panel for audio adjustment. In addition, 70% of the respondents had never used a VR headset for gaming before, indicating that clear and intuitive instructions are urgently needed.

Insights

It has been identified that an implementation of a basic pause menu is required, which must include UI elements that controllers can interact with. Additionally, it is necessary to devise clear instructions for players that can help them better understand how to use the controllers. The UI Art design will be based on classical Japanese style. In-person instruction posters are also required for CNE and Nuit Blanche events, catering to players of all ages. 

User Flow

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Low and Mid Fidelity Interface Wireframes

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High Fidelity Interface Wireframes

Tab and Handle
Each tab and handle is designed relatively large, making it easy for players to aim when using a controller.

Overall Style
The menu's overall artistic design adheres to the traditional Japanese style, harmonizing with the game's theme. The use of the brushstoke aesthetic within the game extends to the slider bars.


Control Instruction
Illustrating controls with annotated diagrams and showing only the utilized button functions ensures intuitive understanding for users.

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In-game Instructions

Instructions
The instructions are presented visually through illustrations, offering players an intuitive understanding of gameplay. All interactive items are color-matched and shaped to correspond with the 3D objects in the environment. 

Instruction Boards
Different gameplay instruction boards are placed in corresponding interactive zones, allowing players to easily view and learn while engaging with the game.

 

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User Feedback

87% of players aged 9-65 can comprehend the gameplay through in-game instructions, with some players under 9 years old and those unfamiliar with VR devices mastering the game mechanics with assistance from staff. The display of instruction posters also significantly contributes to this. Players generally find the UI design in line with the game's theme and report no discomfort when opening the menu.

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@2025 Kelly Lin. All Rights Reserved.

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