Open Brush VR App

Revolutionizing the virtual reality painting experience by focusing on user-centric enhancements to brush management and UI customization.

Problem?

How could we streamline the interface and brush management without compromising the creative flexibility that artists value?

Phase 1

Identifying Core Challenge

Brush Management:

Users loved the creative freedom Open Brush provided but often found themselves bogged down by the cumbersome process of switching brushes and tools. Artists, especially those new to VR, spent too much time navigating the interface, which took their attention away from the art itself.

Complexity of UI:

The depth and nuances of VR art required a complex set of tools, but many users struggled with balancing their artistic vision with the technical challenges of managing the UI. They often felt overwhelmed, leading to frustration during the creative process.

Market analysis

Pros

Simple and accessible UI for beginners, Playful environment, easy learning curve.


Offers a limited but user-friendly set of painting and drawing tools.


Basic 3D sketching and painting features
Provides a simple and straightforward onboarding experience.

Cons

Lacks advanced feature tutorial, navigation throughout the app.


Plenty tools options but unorganized, navigation through menu is difficult, some tools are not noticeable.


Limited sharing and collaboration features.
No proper on boarding with tutorials to introduce various features.


Caters to both beginners and professionals, smooth performance.


Caters to both beginners and professionals, smooth performance.


3D modeling and sculpting tools for a wide range of design tasks, easy sharing and export options for project distribution.


Offers tutorials and resources for users at different skill levels.

User friendly UI, Immersive VR environment, smooth interaction.


Provides good set of 3D modeling and sketching tools, menu is easily accessible.


Advanced 3D modeling and sketching features suitable for professionals, real-time collaboration for team projects.


Easy on-boarding with introduction to basic features and options.

Our goal was to optimize the user experience by improving two key areas: 
Brush management and UI customization.

This research phase was crucial in obtaining firsthand insights into user behavior and preferences, shaping the foundation for my redesign strategy.

Interview

We had Open Brush set up on a Meta Quest 2 beforehand and set up a camera to record users when they were being interviewed and while they were performing tasks.

Interview Insights

Overall, Open Brush is well-suited for beginners looking for a simple, playful VR sketching experience, while Gravity Sketch and Shapes XR are more appropriate for users seeking advanced features and functionalities for professional-grade design work.

Phase 2

User Research + Interviews

Lacks advanced features for professionals.


Lack of advanced features, customization limitations.


Limited scope for advanced 3D modeling for professionals.


On-boarding is not user-friendly, too many steps in the on-boarding process.


Easy on-boarding with introduction to basic features and options.


Complex tools for beginners, no tutorial on VR app for complex tools.


Complex 3D modeling and sketching for beginners.


Basic on-boarding and directly jumps into advanced tools and features.

We kicked off the design process with a user-centric approach, starting with 1:1 interviews to understand the workflows of VR artists.

I personally observed how users interacted with the app, noting where they faced friction.

From this, it became clear that users needed an optimized workflow, particularly in navigating between brush options and advanced tools.

We conducted low-fidelity paper prototype tests, allowing users to give feedback before we started digital development. This provided valuable insights.

Artists loved the creative freedom, but struggled with tool navigation—especially switching brushes, which interrupted their flow.

Phase 3

Design Process: Turning Challenges into Opportunities

Developing four design concepts based on user insights and recommendations.

Creating animated sketches to visually demonstrate each solution.

Designing a VR workflow scene in Gravity Sketch to simulate the user experience with the new features.

Solution 1: Pinned favorites on the top of the panel

For this solution, users can drag and drop brushes they intend to use frequently on top of the panel for quick and easy access. The bottom half of the panel will function as usual, scrolling to the left and right.

Users can then "unpin" or drag and drop their favorite brushes back to the bottom half of the panel, where they will return to their original position. This solution can be applied to the tools and color panels.

Solution 2: Floating Panel on the non-dominant hand

The 'A' button on the controller of the non-dominant hand will trigger a floating panel with 5-6 favorited brushes. Users can then select which Brush they need using the thumb stick. Pressing the 'B' button on the controller will trigger a switch between the Brush, colors, and tools.

This will give users easier access to the favorites panel and ensure their workflow is not disturbed when they want to work with different tools and brushes.

Solution 3: Dedicated 4th favorites Panel

A dedicated Favourites Panel where users can add their favorite brushes, tools, and colors will allow users to work quicker and more efficiently without switching panels to find what they want to use. This will be an efficient and viable solution as there are few changes in the menu panel itself.

Users can favorite their intended brushes by pining what they want on the panel.

Solution 4: Panel in the environment

The 3rd and 4th solutions go hand in hand. For this solution, the 4th panel can be dragged and dropped anywhere in the environment.

The user can then place the panel in whatever position/direction they prefer to make their workflow more efficient. This will give them complete freedom and control of the menu panel.

Testing

Conducting user tests with the animated sketches and Gravity Sketch scenes.

Gathering qualitative feedback to understand user preferences and pain points.

Analyzing the feedback to identify key areas for improvement.

Solution 1: User 1 and User 2 found the drag-and-drop functionality for brushes user-friendly and intuitive. User 1 liked its simplicity for new users, while User 2 appreciated its convenience but was concerned about messy interactions.

Solution 2: User 1 considered the dedicated favorites panel somewhat redundant, though useful for direct work.

Solution 3: This solution, combining features, allowed dragging the favorite panel anywhere. User 1 found it slightly confusing but liked its flexibility, suggesting more instructions could help. User 2 was skeptical about its practicality despite liking the concept.

Solution 4: Both users had reservations about this solution involving a floating panel on the controller. User 1 suggested it needed more precise instructions, while User 2 saw it as viable, especially for quick workflow, making it their second favorite.

Although the project has yielded a general direction for the redesign, there's a clear path for further development. The next step is to engage more VR artists in the testing process to gather a broader range of insights. This will allow for a more refined understanding of user needs and preferences, paving the way for additional iterations and enhancements to the design.

Phase 4

Insights

What’s next?