
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.


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.
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.
