
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 was the project?
This project was a VR drug-prevention programme for Mokpo Catholic University. Version 2 added scenarios covering two drugs increasingly used by young people and updated the existing interface and learning flow.
Problem Space
What is the issue?
I reviewed the previous interface and ran through the existing simulation to identify three areas for the update.
1. Inconsistent UI & limited Accessibility: UI components varied between scenes, making the experience harder to follow and use.
2. Limited Drug Information: The simulation did not explain the drugs or their possible side effects in enough detail.
3. Passive Learning: Students mainly watched the content and had no interaction to check their understanding.
Process & Exploration
1. Figma Component & Unity UI Implementation
I created reusable UI components in Figma and rebuilt them directly in Unity. This kept the implemented screens over 90% consistent with the design.


2. Drug Information UI & Usability
I compared hover, click, and floating UI patterns for displaying drug information and side effects. I tested each option in a Quest headset with the PM to check readability and interaction distance in VR.


3. Interactive Content & OX Quiz Flow
I added an OX quiz after the simulation so students could check their understanding of drug side effects and review the relevant information immediately.

Final VR Simulation
The final UI and quiz content were designed in Korean for use by Korean students and educators.
Final Full Simulation
The final UI and quiz content were designed in Korean for use by Korean students and educators.
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.
