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Michalewska
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Designing for the brain not the headset
our job is to observe before we build
understand their motivations, fears and mental models
design the experience in their language at their pace through reality
UX/UI designer
develop the future and what it would look like
designing for the brain/person
working closely with developers and the company
user persona
a fictional, realistic character created from research to represent a specific segment of a target audience
Behaviourally designed user persona = what would motivate them
allows designs to develop scale
wont always be told what people want
creating user persona
professional goals
behavioural lense & cognitve motivators
behavioural pains
descion making patterns
adaptability & learning behaviour
upspoken wishes
influnce opporunites
rule of belonging
Don’t focus on technology → focus on people
helping users forget the hardware and feel at home in VR world
humanise the journey of learning VR through a story
Immersion starts when discomfort ends
When they forget the headset exists, thats when the design begins to work
Cinderella’s story
safe to fail learning
allows for improved confidence
create checkpoints & clear progress cues to prevent feeling stuck
predict frustration points & provide gentle help
allow mistakes
safety isn’t absence of risk = presence of trust
emotional connection in VR
leads to stronger memory & retention
brain suspends disbelief when tasks are meaningful & achievable
When learner act in a professional rhythm, their focus narrows
flow state
rule of alignment
when analytics look great but emotion disagrees
a learner could complete all tasks but not want to do it again due to emotional detachment
Data shows performance; psychology reveals experience
a perfect run in metrics may feel lonely
align analytics w/emotional truth
Pair data dashboard with qualitative debriefs or sentiment surveys
watch body language
use trust indicators
trust indicators
voluntary re-engagement
behavioural designs
anticipating behaviour before it happens
every prompt should add
subtle design interventions influence better descions without persuasion
Use of AI
designed to guide & not control to support confidence
goal is to make users feel as though they are talking with a subject matter expert
trained on verified souces
VR is cognitively demanding
learners must allocate attention, manage navigation, & interpret unfamiliar cues
UX design is to reduce cognitive load
predictable simple interactions
Emotions affect presence
if a learner feels uncertain,self-conscious, or overwhelmed, immersion breaks instantly.
Good UX
Freeing the brain so it can learn
not cognitively overloading
Belonging in VR
psychological safety + familiarity with the environment
discomfort prevents learning
forgetting HMD exists allows for attentional absorption
Safe-to-fail VR
mistakes are expected and supported, not punished
Predictability reduces anxiety
consistent interactions → learners explore more
error based learning strenghtens memory
trust stabilises attention
Flow
psychological state of focus where a person becomes fully immersed in a task & loses awareness of time
data ≠ feeling
Metrics show performance
Emotions reveal learning potential
may have flow during complex tasks but may no have high presence
Key Conditions for Flow
The learner knows exactly what to do
Actions produce meaningful responses
Not too easy, not too difficult
Why Flow Matters in VR
Enhances learning by sustaining attention
Reduces cognitive noise & supports presence
Improves motivation, engagement, & memory retention
Encourages exploration & problem-solving in immersive environments.
Behavioural design in VR
Familiar patterns reduce cognitive barriers
Emotional engagement improves encoding specificity → stronger memory
Narrative + urgency + closure = deeper learning
UX shapes learning by shaping emotion