top of page

Case Study

Joyverse

Joyverse was SpaceJoy’s big step into VR, designed for Meta Quest. Instead of scrolling through a catalog, users could walk into a virtual room, grab furniture with their hands, move it around, and design a space they could actually stand inside. Every piece was linked to a real product, so the jump from “this looks good” to “I’ll buy it” happened instantly.
 

We built Joyverse as its own brand playful, futuristic, and easy to use even for someone new to VR. I led both product and brand design, shaping how the experience looked, felt, and worked, from the VR interface to the identity and marketing. The outcome was a new way to combine interior design, shopping, and VR in one immersive platform.

Company

Spacejoy

ROLE

Lead UI/UX & Design

DURATION

8 Months

Tool

Figma, Photoshop, Illustrator, After Effects

Overview

BACKGROUND

Why Immersive Experiences?

With spatial computing on the rise and devices like Meta Quest and Apple Vision Pro shaping how we interact with technology, immersive experiences are no longer futuristic they’re here. For SpaceJoy, this was a chance to explore how VR could change the way people design and shop for interiors. We introduced Joyverse to bridge that gap, showing clients and users what design could feel like when it becomes spatial, interactive, and real.

Design Types-min.png
3d1f1d127657555.61464521b514f-min.jpg

Project Goal

Primary Objectives

  • Let people step into a virtual room and design it as if they were really there.
     

  • Make every piece of furniture interactive and shoppable what you place in VR is what you can buy in real life.
     

  • Give Joyverse its own identity that felt fresh, playful, and futuristic, while still carrying SpaceJoy’s credibility.
     

  • Keep the experience simple enough that even someone new to VR could pick it up and start designing right away.
     

  • Open the door to futuristic spaces where friends and family could join in, collaborate, and create together.

Immerse Intentionally

Let users feel true scale by walking around life-sized furniture without overwhelming them.

Strategize Spatially

Place menus, objects, and people where they naturally fit in a shared room.

Naturalize Interactions

Make grabbing, rotating, and moving furniture as simple as real life.

Engage the Senses

Use light, shadow, and sound to make rooms feel alive and believable.

Spatial Principles

Our demos and workshops were shaped by four principles that guided how we designed for VR. Each principle was meant to be practical, not abstract something users could feel the moment they put on the headset.

Process

I started with the basics in Figma sketching flows, wireframes, and UI screens. But the real magic happened once we put those ideas into the Oculus Quest 2. Working with our solution architect, we brought the designs into Unity and tested them right inside VR. Walking around a sofa, grabbing a chair, or rotating a table in full scale showed us instantly what worked and what didn’t. We kept tweaking until interactions felt natural, and we captured in-headset demos so the rest of the team could see and feel the experience for themselves.

Group 4-min.png

IMMERSE INTENTIONALLY

Designing Your Room in VR

In this demo, we showed how different levels of immersion could change the design experience. Users began with simple panels to browse furniture, then stepped into partial immersion by placing items in a virtual room, and finally moved into full immersion walking around the space at life size, checking layouts from every angle. This gradual shift demonstrated how intentional immersion makes the process both comfortable and engaging, without overwhelming the user.

IMMERSE INTENTIONALLY

Inside the Demo

The demo began with users stepping into a virtual room, giving them a true sense of space right away. From there, they could open the catalog, pick furniture, and place items at life size. Using natural hand gestures, the transitions felt seamless immersive enough to be engaging, but never overwhelming.

Home Screen.JPG
Pick a space.JPG
Subcategories.JPG
Rotation.JPG

STRATEGIZE SPATIALLY

Designing Together

In the demo, multiple users could step into the same virtual room and work on a design side by side. The layout was planned so everyone had space to move freely, place furniture, and interact without getting in each other’s way. This showed how thoughtful spatial design can make collaboration in VR feel comfortable and social.

ENGAGE THE SENSES

Exploring Virtual Spaces

The demo showcased how lighting, shadows, and spatial audio brought virtual rooms to life. Sunlight streaming through windows, the soft hum of a lamp, and natural echoes inside larger layouts made each space feel believable. These sensory details gave users a stronger sense of presence, turning simple room design into an immersive experience.

Designing for Social Presence

Exploring multiplayer features highlighted the importance of spatial dynamics. Thinking about proximity, shared movement, and collaboration in VR opened up new ways to design for connection.

Collaboration Across Disciplines

Partnering with our solution architect and prototyping in Unity on Meta Quest reinforced how design and engineering must move together, ensuring VR experiences feel intuitive and immersive.

Understanding VR for Interior Design

This project gave me hands-on experience in shaping interior design within VR, showing how scale, immersion, and interaction principles influence user confidence and creativity when building spaces.

Balancing Innovation with Simplicity

Working on Joyverse proved that while VR unlocks futuristic possibilities, the real challenge lies in making them simple. The most effective solutions made advanced tech feel effortless to use.

Key Takeaways

bottom of page