( Day One Technologies / November 2017 – April 2022 )
VERE360
Shipped a four-role immersive learning platform spanning a student mobile app on iOS and Android and three desktop panels for professors and tutors, universities and schools, and a super admin
- My role
- Lead UI/UX Designer
- Timeline
- November 2017 – April 2022
- Category
- EdTech / Immersive VR and 360 Learning / Multi-Role Platform
- Status
- New design, delivered
Tools Sketch, Overflow
Generated schematic, not a screenshot. Real imagery to follow.
( The account )
Context
VERE360 turns a lecture into a place you can stand inside. Rather than delivering education as slides and video, the platform is built around immersive content: 360 degree videos, 360 images and photospheres, and interactive 3D models. Tutors assemble these into classes, attach teaching material directly into the scene as notes and quiz hotspots, and either publish the class or run it live. Students join with a class code and move between a standard mobile view, a landscape view, and a full stereoscopic VR view for use with a headset, where they navigate by gaze and open the same notes and quizzes as markers floating inside the environment.
The product is not one app but four. It serves students on a mobile app, professors and tutors on a desktop panel where classes are created and taught, universities and schools on an institution panel, and a super admin on a console that manages the entire multi-tenant network of institutions, tutors, students, and shared content. Each role has a genuinely different job, and all four had to feel like one platform.
Traditional digital learning flattens subjects that are inherently spatial. A slide about architecture, anatomy, or a scientific process asks students to reconstruct a three-dimensional thing from a two-dimensional picture. VERE360 existed to close that gap, and the design problem was making immersive technology usable by ordinary educators and students rather than by 3D specialists.
The problem
Immersive content promises to fix flat learning, but it brings its own problems, and this platform had to solve all of them at once.
Immersive content is hard to author. Tutors are educators, not 3D producers, so building a lesson out of 360 videos, photospheres, and 3D models, and attaching teaching notes and assessment to specific points inside a scene, needed to be about as approachable as making a slide deck. Teaching material also tends to get separated from the experience: if notes and quizzes live in panels outside the immersive view, students break out of the environment in order to learn, which defeats the entire point of putting them there.
The same class then had to work across three very different viewing contexts, a standard mobile screen, a landscape view, and a stereoscopic VR view where conventional touch targets do not exist and navigation happens by gaze. On top of that sat the structural problem: four roles with genuinely different jobs, a student consuming a class, a tutor authoring and teaching one, an institution overseeing its faculty and cohort, and an operator administering a whole network, plus the unglamorous but substantial work of multi-tenant administration at scale, managing many institutions and their users through full account lifecycles alongside a shared content library.
What I did
A single immersive learning platform expressed as four role-based products on one shared design system.
For students, a mobile app built around joining a class with a code and then meeting the content wherever it makes sense: class slides, live classes, 360 classes, live 360 classes, 3D models with manipulable handles, and photospheres. Notes and quizzes surface as in-scene hotspots floating in the environment, so learning material stays inside the experience rather than beside it. The viewer supports portrait, landscape, and a stereoscopic split-screen VR mode with a gaze cursor for headset use, and quizzes run as clean multiple-choice sequences with question and slide progress.
For tutors and institutions, desktop panels for building classes: select or create a folder, create the class, upload new content or pull from the existing library with upload progress, attach 360 videos, photospheres, and 3D models, author notes and quizzes directly onto photospheres, invite students, and run the class live.
For the super admin, a management console covering an analytics dashboard, full institution management, tutor and student management with per-user detail and quiz records, a content library organized by 3D models, 360 videos, and 360 images, class creation, and settings. Around all of it sit the launch assets: app icons for both platforms, a favicon set, App Store art direction and store screenshots, and email templates.
Outcomes
- Shipped a four-role immersive learning platform spanning a student mobile app on iOS and Android and three desktop panels for professors and tutors, universities and schools, and a super admin
- Designed an immersive viewing experience across 360 videos, photospheres, and 3D models, with in-scene note and quiz hotspots and a stereoscopic VR mode with gaze navigation, so teaching material stays inside the environment
- Delivered a class-authoring system that lets educators build immersive classes from new or existing library content and place notes and quizzes onto scenes, without any 3D production skill
- Designed a multi-tenant admin console covering an analytics dashboard, institution management with full account lifecycles, tutor and student management with quiz records, and a content library segmented by 3D models, 360 videos, and 360 images
- Produced wireframes and mapped Overflow flows for all four roles, keeping four interlocking products coherent as one platform
- Delivered the full launch package: a shared design system across mobile and desktop, app icons for both platforms, a favicon set, App Store art direction across two versions plus store screenshots, and email templates
What I learned
Immersion only teaches if the teaching is inside it. The most consequential decision on this project was also the least visually obvious: putting notes and quizzes into the scene as hotspots rather than around it. It would have been far easier to treat the 360 content as a media element with UI wrapped around it, and the product would have looked much the same in a screenshot while being pedagogically much weaker. Immersive design is not about how much of the screen the environment fills, it is about whether the learning happens in there.
Designing for the hardest interaction mode improves the easy ones. VR with a gaze cursor removes almost everything a designer normally leans on: precise pointing, hover, small targets, dense layouts. Making hotspots and controls work under those constraints forced a simpler and more forgiving interaction model, and that simplification carried straight back into the standard mobile and landscape views. The most constrained context turned out to be the best design brief.
Four products, one object. With four roles this different, the temptation is either to build one interface that flexes for everyone or four products that drift apart. What held it together was identifying the class as the single object all four roles act on, students consume it, tutors author and teach it, institutions oversee it, admins administer the library it draws from. Anchoring separate products to one shared object let each role's experience be designed properly without the platform fragmenting.
( Tags )
- EdTech
- Immersive Learning
- Virtual Reality
- VR
- 360 Video
- 360 Photography
- Photospheres
- 3D Models
- Stereoscopic VR
- Gaze Interaction
- Spatial UX
- E-Learning
- Online Education
- Higher Education
- Universities
- Live Classes
- Class Authoring
- Content Management
- Quizzes
- Assessment
- Multi-Role Platform
- Multi-Tenant Administration
- Admin Panel
- Analytics Dashboard
- Data Tables
- Mobile
- iOS
- Android
- Cross-Platform
- Desktop Web
- Design System
- Information Architecture
- User Flows
- Wireframing
- App Icons
- App Store Assets
- Email Design
- Sketch
- Overflow