kick back space

Designing a solution that enables users to navigate kick back space quickly, without compromising the authentic 'real-life' experience it provides.

First, what’s kick back space?

Kickback Space is a 3D web app that enhances engagement and learning by creating an "in-person" experience in a virtual space, using features like spatial audio to mimic real-life interactions. Users are split into two categories: Facilitators and Participants.

Problem

As cool as kick back space is, users were frustrated with the amount of time it took to navigate throughout the space, and they wanted a quicker, easier way to get from one point to the next. Why was this an issue? What if a user is running late and “walking” takes too much time? What if a user just wants to get to their destination without having to go through so many zones? Overall, users found the freedom of movement overwhelming.

Solution

Create a solution where users can maximize their time in kick back without having to sacrifice the real life experiences offered in the space. In comes “Quick Move” where users can navigate to anywhere in kick back space in 1- 2 clicks.

Product Research

Learning from competitors and Call of Duty? Let me explain.

Competitor and Comparator Analysis

Competitors I researched were Katmai and Welo primarily because they were in the same virtual communication space we are in. Unfortunately, other platforms required an account and payment, so there were competitors that I could not get in the space to explore. However, I did look at YouTube videos of the platform and took notes. Analyzing all competitors, I noticed that there wasn’t an easy, intuitive way to get from Point A to Point B.

Comparators included Call of Duty, Assassin’s Creed and Horizon Worlds (aka VR Game published by Meta). Analyzing games helped me understand how users can navigate more complex spaces and provided insight on how users can navigate in between spaces while displaying data that wasn’t in line of sight.

Call of Duty. Here, I learned how users would navigate to different parts of the space from an alternate perspective.

Katmai Tech. Aside from the counterintuitive iconography, there was really only one way to move quickly through the space, using the remote control at the center (circled).

A user’s experience exploring kick back space. Their lowest point is whenever they have to 'walk' somewhere, due to the significant amount of time it takes.

This journey map captures both the Facilitator and Participant personas.

User’s Journey Map

User Testing

I conducted a moderated user testing virtually in order to catch user hesitations, and included 5 tasks for users to complete. To ensure the solution I built was intuitive for all audiences, I tested users who ranged from very tech-savvy to not tech savvy.

  • Did users figure out how to start navigating the space quickly? 

  • Once they entered the quick move feature, were they able to navigate to different spaces successfully? 

  • Did users feel like they saved time when navigating the space?

Goal of the testing:

Samples of grey-scale wireframes used in testing.

Results

100%

Users didn’t recognize the icon to start navigating the space at first.

User Quote: “Oh, I didn’t even know that was there.”

100%

After discovering the navigation icon, users found navigating the space very easy and efficient.

User Quote: “I know what to do now”

100%

Felt like much more time was saved navigating to destinations than walking everywhere.

User Quote: “I’m so glad you all thought of this. That was easy!”

Based off user testing, there were only minor improvements to be made, specifically the icon for navigation and making it intuitive for users.

Final Solution

Update: In addition to completing the Quick Move feature, myself and the team simultaneously designed a toolbar to the space's UI.

How was the problem solved?

  • Users found relief in knowing that the Quick Move feature was an alternative to navigating via keyboard

  • Users felt at ease knowing that they can quickly get to their desired location if they were running late

  • Customers felt like the space was less intimidating and they could accomplish more in the space