UNIVERSE: Architecting Spatial Collaboration

UNIVERSE: Architecting Spatial Collaboration

Defining interaction standards for the 3D virtual classroom - balancing technical constraints with intuitive usability to drive student engagement.

Animation demo of 3D Object Library
Product Logo
UNIVERSE is an immersive learning platform for remote and hybrid teaching. Through avatars and spatial audio, it fosters lifelike engagement beyond traditional video conferencing.
Role
Lead Product Designer & Interaction Architect
Domain
EdTech, Spatial Computing
Timeline
6 Months (Design to Spec Handoff)
Company
ViewSonic
Platform
Unity (Cross-platform: Desktop & Tablet)
Team
1 PM, 2 Engineers (Unity/BE), 2 Artists (Tech/3D)

TL;DR

The Challenge

  • The 2D Interaction Paradigm Trap: Moving beyond legacy screen-sharing to leverage 3D spatial affordances.
  • Non-Gamer Usability: Designing a "Low-Floor, High-Ceiling" interaction model for K-12 teachers and students (Digital Immigrants) who find standard 3D controls (like Blender/Unity) overwhelming.
  • Technical Fragmentation: Ensuring a seamless experience across PC, Tablet Touchscreen, mouse, and Keyboard within strict performance budgets.

Strategic Execution

  • Interaction Architecture: Defined the "Platform - Mode - Input" framework, harmonizing 2D UI precision with 3D spatial manipulation (Grab-Move vs. Precise Transform).
  • Tangible Teaching Strategy: Spearheaded the 3D Object Library and Movable Interactive Boards, turning abstract concepts into manipulatable spatial assets.
  • Governance & Scaling: Designed robust permission systems and multiplayer conflict resolution rules to manage "classroom chaos" for 30+ simultaneous users.
  • Cross-Subject Synergy: Bridged the gap between Design, 3D Art, and Engineering to deliver 300+ interactive assets optimized for cross-platform performance.

Key Impact

  • Commercial Success: Directly enabled the acquisition of our first overseas (Singapore) paid user.
  • Product Differentiation: Transitioned the platform from a "Zoom clone in 3D" to a specialized spatial learning utility, strengthening our market leverage.

The Paradox in Virtual Education

While UNIVERSE promised an immersive virtual campus, the interaction model remained stuck in legacy 2D paradigms, such as screen sharing and static slides. Teachers were broadcasting to screens rather than engaging with the space, turning the 3D environment into a mere visual backdrop rather than a functional utility.

Product Challenges

  • Weak Differentiation: The product failed to leverage spatial computing as a strategic moat. Without unique spatial utilities, the “hollow” 3D environment struggled to compete with established 2D tools like Zoom or Teams.
  • Limited Expression: Interaction was confined to text, flat UI controls, and emojis, lacking true spatial agency for non-verbal communication.
  • Fragmented Workflow: Teachers were forced to toggle between external apps for basic tasks, breaking the immersive loop and disrupting student concentration.

A composite showing three flat 2D interfaces side-by-side. Left: classroom management roster; Middle: screen sharing view; Right: collaborative whiteboard.

Defining the Unique Value of Spatial Learning

We started with a fundamental question: “What class can only be taught here?” To differentiate UNIVERSE from traditional video conferencing tools (like Zoom), we focused on leveraging the unique affordances of 3D space: the 3D Object Library.

3D Object Library - From Abstract to Tangible

In traditional online classes, knowledge is often confined to flat slides and abstract descriptions. We identified a critical gap: the lack of spatial demonstration. To truly leverage the metaverse, we needed to transform the virtual classroom into a spatial laboratory. The 3D Object Library was conceived not merely as a storage bin for assets, but as a vehicle for Tangible Pedagogy, enabling teachers to articulate complex concepts through manipulatable, physical artifacts.

Core Objectives

  • Enable Dynamic Teaching: The system must seamlessly toggle between Synchronous Mode (Teacher-led demonstration) and Student-Paced Mode (Individual exploration), supporting diverse teaching styles.
  • Democratize 3D Content: We aimed to empower non-technical teachers to easily import and manage 3D assets as teaching materials, expanding the curriculum beyond 2D limitations.
  • Orchestrate Collaboration: A robust permission framework was essential to ensure that 30+ users could view and interact with objects safely under the teacher’s supervision.

Challenges

  • Usability vs. Freedom: Standard 3D software (like Blender) offers total freedom but creates a high cognitive load. The challenge was to design a "Low-Floor, High-Ceiling" interaction model suitable for K-12 teachers who are not gamers.
  • Order in Multiplayer Chaos: Real-time collaboration creates engagement but risks chaos. We needed a system to resolve conflicts when multiple students attempt to grab or move objects simultaneously.
  • Cross-Subject Complexity: Aligning Design, Art, and Engineering to deliver a library of 300+ interactive assets within strict Unity performance budgets. This required defining precise specs for rendering efficiency and state synchronization, ensuring a stable, high-fidelity experience even on resource-constrained student tablets.

Permission Design: Speculation & Back-Propagation

Our core users—teachers and students—are mostly “Digital Immigrants” in the 3D world. They are accustomed to 2D slides, not game controllers. To bridge this gap, I facilitated co-creation workshops (using FigJam) with Sales, Education Experts, and PMs to map out realistic teaching scenarios.

End-to-End Scenario Simulation

To ensure no detail was overlooked, I facilitated a rigorous Cognitive Walkthrough of the entire teaching cycle. We mapped out the full journey—from a teacher preparing a lesson to the final class wrap-up—scrutinizing hundreds of micro-interactions to stress-test the system. To move beyond a generic feature list, I facilitated a User Journey Workshop with stakeholders (Sales, Ed Experts, PMs). We simulated a real 45-minute class session to interrogate edge cases and define the functional scope.

Selected Key Debates: While we resolved dozens of edge cases during the session, four critical design debates stood out. These specific decisions defined the core architecture of our permission system:

  1. Asset Provenance (Spawn Logic)
  2. Hierarchical Control (Override Power)
  3. Concurrency Handling (Conflict Resolution)
  4. Contextual Grouping.
Project image

Selected Key Debates: While we resolved dozens of edge cases during the session, four critical design debates stood out. These specific decisions defined the core architecture of our permission system: (1) Asset Provenance (Spawn Logic), (2) Hierarchical Control (Override Power), (3) Concurrency Handling (Conflict Resolution), (4) Contextual Grouping.

Based on the previous discussion, we defined the total design process required and how to manage the permission design during the operation.

Problem: Teachers are not familiar with 3D spatial interaction

Teachers and students are not familiar with 3D transformations. The key requirement is to let users access 3D models without getting lost in interactions.

Comparing immersive platforms and other platforms that have 3D creative technology, we found different manipulation methods.

The key difference is “modal” vs. “modeless”. Ultimately, we decided on a modeless approach as the default.

Spatial Manipulation Design for Non-Gamers: with mode or without mode

Modal: user can manipulate via 3 or more types of transforms, separating the 3 axes and 3 kinds of transforms.

After discussing with sales and teacher professionals, we decided on the following interaction:

  1. Grab Move (Primary, without mode): when dragging, the object will move along the user’s front direction, and rotate toward the user.
  2. Separate manipulation (with mode): when the user wants to adjust slightly and precisely.
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Design Highlights

Design Guidelines & Rules to robust experience.

To build a smooth experience, I carefully established 15 rules for the 3D object library, to ensure the 300+ various objects in over 30 spaces could interact well.


Make 2D Collaborative Board Become 3D

movable, open anywhere.

We are transforming static 2D whiteboards into portable, manipulatable 3D objects. No longer fixed to a single spot, these boards can be positioned anywhere to serve various classroom needs—from projection screens to group presentations. However, currently, collaborative boards are merely static props, restricted by fixed sizes and inconsistent styles.

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Redefining the “Writable Surface”: Learning from Physical Classrooms

By mobilizing the whiteboard, we transformed it from a static collaboration tool into a dynamic spatial asset. However, this freedom introduced new ambiguities in governance and interaction.

To resolve this, we returned to the essence of a “Writable Surface.” Drawing analogies from K-12 classroom dynamics (across lower to upper grades), we conducted a dialectic on three core dimensions:

  1. Data Lifecycle: How long should content persist?
  2. Cross-Room Permissions: How does ownership travel between spaces?
  3. Collaboration Patterns: How do different age groups interact?

Converged Directions: Two Whiteboard Archetypes

Direction 1: Ephemeral (Analogy: A loose sheet of A4 paper) This direction emphasizes immediacy and lightweight usage, making it ideal for ad-hoc discussions or rough brainstorming. Data Lifecycle: Not saved (disposable/ephemeral). Scope: Confined to the current classroom (localized). Permissions: Open editing access for all (high collaboration).

Direction 2: Persistent (Analogy: A page in a binder) This direction emphasizes archiving and portability, making it ideal for personal notes or preserving key outcomes. Data Lifecycle: Saved and stored (retrievable). Scope: Transferable across classrooms (portable). Permissions: Restricted editing access (private/low collaboration).

After evaluating technical feasibility and complexity with the PM and Engineering team, we decided to proceed with Direction 1. Based on this decision, we finalized the specific permission settings, multiplayer interaction rules, and data lifecycle for a disposable whiteboard experience.

After evaluating technical feasibility and complexity with the PM and Engineering team, we decided to proceed with Direction 1. Based on this decision, we finalized the specific permission settings, multiplayer interaction rules, and data lifecycle for a disposable whiteboard experience.

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Using board for 30 students’ classroom

To ensure the interaction won’t bother each other.

Thanks for another designer has made a simulate the interaction for 30 students and teacher in a classroom space.

I made a figJam board to interview with US sales and education specialist, to ensure the education scenario understanding. And requirement fit their expectation

Define the UI structure for board.

I draw each flow about board spatial interaction and permission, discuss with the developer team, to ensure all conditions can be catch up. Finally we found at least 36 cases should be handled.

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Design Highlights

Natural Interaction Intention Transition from 2D to 3D

I drew a state flow from aware a board to interact a board, and designed corresponding feedback and signifiers for each state, to guide users to interact with the board naturally.

Govern the chaos for 30 students: the behavior rules and guidelines

This table shows the constraints and conditions to implement the collaborative board, to maximize usage and support teachers in managing the collaborative board.

Additional: Should we integrate the static board and movable board?

Direction 1: No, separate into 2 kinds of boards.

Pros: low cost and dev dependency Cons: user may confuse usage: which one can be moved? why different?

Direction 2: yes, all board’s outlook should unify.

Pros: consistent design and behavior, lower cognitive load. Cons: low viability, extreme workload.

Design a new look for movable perceived affordance

When developing the visual appearance for the new board, I referenced some tangible UI and VR interactions, applying the metaphor of the handle area of the board. Then proposed a design direction from skeuomorphism to Virtuality to the 3D artist.

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To lower the noise about the board backside but cannot interact, I discussed with the 3D artist the handle and board appearance, finally using the more C version to reduce the distribution of too many objects.

Conclusion

It’s a wonderful journey to have so many resources to build the 2 big features, in 6 months.

  • The 3D object library feature helped us acquire the first overseas user (Nanyang Technological University, Singapore).
  • The movable board eventually halted due to dev team reorganization.

Reflection

It’s a framework to architect the design rationale about how to think Interface and behavior design over 3D and 2D.

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