Overview

DiVR is a VR mobile application compatible with an iOS device. In order for the users to get the full immersive experience, they must use it with Google Cardboard or any VR headset with a button.

The application will have three main sections, which are the levels of the ocean. Currently, there are three sea creatures that a user can interact with. Later on, I plan to add more sea creatures for each level. The three levels of the ocean are: sunlight zone, twilight zone, and midnight zone. For my thesis presentation, the sunlight zone is the most complete in terms of content.

The purpose of this project is to immerse the users in an environment that isn’t familiar to them and at the same time exposing them to the different parts of the ocean. It’s also a way to show people the different kinds of sea creatures they may encounter should they decide to scuba dive in the future.

Problem

Not a lot of people have access to the ocean and can just scuba dive. Many people are only familiar with the common sea creatures they see in an aquarium such as, sharks, turtles, and jellyfish. Yet there are still so many sea creatures that people can learn about.

Solution

To create an underwater VR mobile app to show people the different kinds of sea creatures that inhabit each level of the ocean.


Feature list

Listed below are the three main levels of the application.

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Sunlight Zone

The Sunlight Zone is the uppermost part of the ocean that gets exposed to the sun during the daytime. It’s also called the Euphotic Zone. This is where most of the sea creatures familiar to everyone belong.

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Twilight Zone

The Twilight Zone is the middle part of the ocean that receives faint, filtered sunlight during the day. The seawater absorbs most the sunlight making this part of the ocean look barely-lit. It’s also called the Dysphotic Zone.

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Midnight Zone

The Midnight Zone is the deepest part of the ocean that does not get sunlight at all. The depth of this part of the ocean is dependent on the visibility of the water. It’s also called the Aphotic Zone.


Competitive analysis

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Inspirations

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Research

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Target audience

Primary target audience

Attributes

• Curious about wildlife

• Body of water is not easily accessible

• Owns a smart phone

Demographics

• Men and women

• 18-40 years old

• Environmentally conscious

Primary Goals

• Wants to learn about the not-so-common animals found in the ocean

• Wants to incorporate technology while learning

Behavior

• Up to date with the latest technology

• Medium-heavy mobile phone user

• Curious about the ocean

Secondary target audience

Attributes

• Grew up with technology

• Parents are familiar with the latest technology

• Body of water is not easily accessible

Demographics

• Boys and girls

• 9-13 years old

Primary Goals

• Wants to learn about the not-so-common animals found in the ocean

• Wants to have fun while learning

Behavior

• Familiar with technology

• Uses technology to supplement their education

• Curious about the animals and the environment


Design process

Mood board

The three mood boards represent the look and feel of each level of the ocean.

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Logo exploration

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Navigation icon exploration

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Design iterations

Initially, the application was supposed to be a mobile application that will help new scuba divers learn about different kinds of equipment and will be able to checkout several divesites around the world.

After several rounds of user testing, I decided to make DiVR an immersive VR application instead, showing people the three main levels of the ocean and the sea creatures that inhabit each level.

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1st Round: Fall 2016 - Low-fidelity mobile wireframes
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1st Round: Fall 2016 - High-fidelity mockups
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2nd Round: Fall 2017 - Low-fidelity storyboards
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2nd Round: Fall 2017 - Low-fidelity storyboards
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2nd Round: Fall 2017 - medium-fidelity storyboards
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3rd Round: Spring/Fall 2018 - medium-fidelity storyboards

Proof of concept

Persona

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App map

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Overall flow of level 1

*This flow repeats for all levels

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Sunlight Zone - Level 1

User flows

User flow 1: Set up VR

Jake downloads the app, opens the app, puts on the Google cardboard, Open the main menu, and is brought to the first level of the ocean.

Outcome:
Gets to the first level of the ocean.

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User flow 2: Entering the Sunlight Zone

Jake hears the narrator as soon as he reaches the Sunlight Zone and is prompted to move around the ocean and interact with some creatures.

Outcome:
He knows how to work the app.

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User flow 3: Encoutering the sea creatures

After Jake learns how to use the app and hears the narrator for the first time, he must learn about the sea creatures he encounters in the Sunlight Zone.

Outcome:
He learns a few facts about all the sea creature he encounters.

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User flow 4: Moving on to the next level of the ocean

After Jake learns about three sea creatures in the Sunlight Zone, he can now move on to the second level of the ocean, the Twilight Zone.

Outcome:
He is in the second level of the ocean.

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Video walkthrough

*To view the whole case study, click here.