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JOSHBENNETT
No. 09
VR

Beyond Bounds

Digital interfaces shouldn’t be predictable. Our experimental project, Beyond Bounds, attempted to break this mould through an immersive VR experience designed to evoke emotion and challenge traditional UI conventions. By launching users into an interstellar journey, it uses the vastness of space and celestial bodies to explore the human psyche.

Role
Interaction Designer & Unity Developer
Timeline
6 weeks
Team
Aartee Shingan, Cristiana Stefanescu, Nathan Stuger
Year
2024
The problem & the user

The Challenge

As digital interfaces prioritise efficiency, they have lost their ability to evoke emotion. Users are left with sterile, transactional interactions that lack the depth of human experience. The challenge was to break away from conventional UI and design a tool that fosters emotional connection, wonder, and introspection rather than just productivity.

The User

People suffering from screen fatigue who crave a profound departure from everyday technology. These users actively seek out awe-inspiring, meditative experiences to navigate personal emotions, using spatial computing as a safe canvas for self-reflection.

In numbers

70%

of surveyed users cited daily “screen fatigue”.

15

in-depth user interviews revealed a strong desire for “meditative” digital experiences.

76%

indicated that a 3D/spatial environment would make them more open to self-reflection.

The approach & process

01

Research & Discovery

We conducted a “Research through Experience” approach to understand the current landscape of spatial computing. We used the Meta Quest Pro to test apps like Liminal VR, Mission: ISS, and the Meta Horizon Worlds Blackpink concert, gaining crucial firsthand insights into VR usability. We also visited the Fabrique des Lumières exhibition to study how immersive, emotive environments are successfully crafted in physical spaces.

02

Ideation & Workshop

I led an ideation workshop using “Worst Possible Idea” and “Body Mapping” to assign feelings to physical origins. After consulting with a Meta Advisor and Deloitte, we pivoted from an “anger outlet” concept to a “Space Awe” experience to maximise creative flexibility.

03

Prototyping & Testing

We developed the experience in Unity, prioritising its Meta XR SDK over Unreal. When early testing revealed users felt disoriented in the dark skybox, we quickly iterated by adding blue flame particle trails for natural wayfinding. Technical struggles with our proximity scripts forced a major pivot: instead of one massive map, we separated the experience into 11 scenes navigated via a custom HUD.

The solution

A playful propulsion mechanic and an emotional aura — together they transform passive VR spectators into active emotional participants.

Onboarding experience

Live testing revealed our original tutorial scene took too long and delayed immersion. The fix was to scrap the tutorial in favour of a clean, 3-step UI onboarding process. These panels drastically improved comprehension and got users into the experience immediately.

“Iron Man” Propulsion Movement

To emulate zero gravity, we developed a C# script for a hand-based propulsion system. Users pull the controller triggers to emit force, allowing them to “fly” between planets. This makes the transition between emotional states an active, playful part of the journey.

The Emotional Aura System

Each planet acts as a portal to a specific emotion — Jupiter for Optimism, Venus for Love. We utilised 8K textures and spatial audio, switching from unsettling raw frequencies to curated music and human narration, to ensure each “aura” felt authentic and deeply immersive.

UI Iteration (Before & After)

(Left) Simple HUD-bound UI concept causing visual obstruction and failed user task completion tests. (Right) Iterated UI with a waist-anchored “Solar System” menu to prioritise player immersion and clear sightlines.

Watch the video
Onboarding experience

Live testing revealed our original tutorial scene took too long and delayed immersion. The fix was to scrap the tutorial in favour of a clean, 3-step UI onboarding process. These panels drastically improved comprehension and got users into the experience immediately.

“Iron Man” Propulsion Movement

To emulate zero gravity, we developed a C# script for a hand-based propulsion system. Users pull the controller triggers to emit force, allowing them to “fly” between planets. This makes the transition between emotional states an active, playful part of the journey.

The Emotional Aura System

Each planet acts as a portal to a specific emotion — Jupiter for Optimism, Venus for Love. We utilised 8K textures and spatial audio, switching from unsettling raw frequencies to curated music and human narration, to ensure each “aura” felt authentic and deeply immersive.

UI Iteration (Before & After)

(Left) Simple HUD-bound UI concept causing visual obstruction and failed user task completion tests. (Right) Iterated UI with a waist-anchored “Solar System” menu to prioritise player immersion and clear sightlines.

Results

The Outcome

The project subverted typical VR space tropes, moving users from tourists to emotional participants.

Impact

11

Immersive scenes designed to trigger emotional resonance

3

step UI onboarding replaced the slower tutorial scene

500+

Build iterations tested for quality assurance

Reflection & learnings

What I learned

I significantly enhanced my technical competency in Unity and C#. I learnt that clear and honest “Dutch-style” communication fosters a co-creative environment where team members feel supported in their individual goals, like UI/UX exploration.

Changes I’d make

In the future, I would implement a feature prioritisation list (MVP) earlier to manage the complexity of Unity integration. I also would have loved to experiment with haptic sensors — using heaters or fans to simulate the warmth of the Sun or the cold of Neptune.

LET’S WORK

TOGETHER

hello@joshuabennettdesign.com
© 2026 Josh Bennett
Made using framer, SPLINE & claude opus 5.5
LinkedIn

LET’S WORK

TOGETHER

hello@joshuabennettdesign.com
© 2026 Josh Bennett
Made using framer, SPLINE & claude opus 5.5
LinkedIn

LET’S WORK

TOGETHER

hello@joshuabennettdesign.com
© 2026 Josh Bennett
Made using framer, SPLINE & claude opus 5.5
LinkedIn