Designing Interactive VR Experiences for Drug Safety Education

Company

YMX

Industry

VR Education

Duration

1 Month (2026)

My Role

Product Designer

Team

1 Product Designer, 1 3D Designer, 1 Product Manager, 1 Engineer(Unity)

Responsibilities

  • Designed UI for the VR experience

  • Updated legacy UI components alongside designing new features to ensure design consistency

  • Created UI assets in Unity

  • Collaborated with a 3D designer, a PM, a Unity engineer and business stakeholders

Overview

What is about this project?

A VR educational program created for drug prevention at Mokpo Catholic University. Developed as a Version 2 update due to the rise of two new drugs used by youth, this project adds new scenarios and improves the overall user experience.

Problem Space

What is the issue?

By analyzing the previous version's design and simulation, we found three main areas to improve.

1. Inconsistent UI & Low Accessibility: The previous version's UI lacked design consistency across scenes and was not designed for easy accessibility.
2. Lack of Drug Information: There was not enough explanation about the drugs and the side effects users would experience.
3. Passive Learning: The lack of interactive features made learning less engaging and failed to check students' understanding.

Process & Exploration

1. Figma Component & Unity UI Implementation

Created UI components in Figma to ensure design consistency across scenes, and directly set up UI in Unity to achieve a perfect sync with the design.

[Figma]

[Figma]

[Figma]

[Unity]

[Unity]

[Unity]

2. Drug Infomation UI & Usability

Explored various UI methods (hover, click, floating UI) to effectively display drug information and side effects. Tested usability with the PM while wearing the Quest device to deliver the best user experience.

3. Interactive Content & OX Quiz Flow

To transform passive learning into an interactive experience, created an OX quiz flow that dynamically delivers information on drug side effects after the experience.

Final Simulation

Designed in Korean for Korean clients.

[Drug Information]

[Drug Information]

[Quiz Flow]

[Quiz Flow]

Final Full Simulation

Designed in Korean for Korean clients.

Key Learnings

What I Learned as a Product Designer

  • Realised that 2D screens cannot validate the VR user perspective, leading me to test UI directly within the Quest device to verify usability under real hardware constraints.

  • Set up UI directly in Unity, keeping the design accurate and making the handoff process seamless.

  • Expanded my User-Centred Design approach to my first VR project, prioritizing overall user flows through close collaboration with Unity engineers.