Vidushi DubeyProduct Designer

A Bank's Own VR Classroom

ShippedUX DesignAR/VRSolo Designer
TL;DR

An immersive AR/VR training experience for SBI's institute. I was the sole UX & screen designer on a team of 3D builders, responsible for how a first-time visitor moves through, looks at, and interacts with an entire spatial environment. I owned the lobby's full navigation and wayfinding system, and extended that ownership to every screen a visitor could stop and read: the wall displays, the training room's entire content experience from top-level categories down to the player itself. If it appeared on a screen in that space, I designed it; the environment and props were the build team's domain.

My RoleUX and screen design
ClientState Bank Institute of Technology
TeamSolo design, alongside a team of 3D builders
Tools & PlatformFigma, Gemini (concept exploration), Meta Quest 3

02 — CONTEXT

One lobby, three ways in

The institute needed an on-site VR experience: a lobby that orients a first-time visitor and routes them into three separate experiences (a branch walkthrough, a training center, and a 360° campus tour), plus two wall screens telling the institute's own history and explaining the AR/VR technology it was built with. The team building it was 3D-first. The developers were assembling pre-built components, and I was the only person designing screens and flow for people wearing a headset, not looking at a monitor.

03 — PROBLEM

“Not VR-friendly,” every time

The same note came back on every screen I designed, worded differently each time: not VR-friendly. A flat, monitor-shaped UI floating in a headset doesn't behave like one on a screen: peripheral content gets lost, and a user can't hold focus on something off to the side while doing anything else.

04 — PROCESS

One flow, three rebuilds

01

One lobby, three ways in

Before any screen got designed, the lobby had to answer a wayfinding question: how does someone entering blind (no menu, no monitor, just a headset) find their way into branch, training center, or campus tour without getting lost or overwhelmed?

Full lobby-to-room UX flow
  • Welcome tutorial is skippable, so repeat visitors aren't punished.
  • All three rooms converge into one shared exit pattern: return to lobby / enter next room, regardless of which portal they came from, keeping the mental model consistent.
  • Fade / transition / teleport as a deliberate buffer: between “choosing” and “arriving,” so orientation doesn't break.
The controls that made those callouts possible, including the hold-to-lobby shortcut
02

Timeline wall: designing for a number that would change

Designed for a fixed 1680×720 display. Then the client doubled the milestone count and added photos to each one. The layout had no more room to give. Since the screen size couldn't change, I rebuilt it as a scrolling strip with a continuous centerline running edge-to-edge, trading a fixed frame for one that grows.

Before: fixed milestone boxes
Timeline wall v2: a scrolling strip with a continuous centerline and photos on every milestone
After: scrolling strip, doubled milestones
03

AR/VR heritage: when the brief's structure was the problem

The client's brief: five topics, five cards. v1 followed it literally, and came out flat. Feedback cut two sections outright, called the rest generic.

Instead of patching what remained, I dropped the brief's list order and grouped by relationship: a hub-and-spoke diagram for how XR/AR/VR/MR connect, a photo timeline for history, and an expanded insights panel in the space the cuts freed up.

Before: the brief's five topics, literally
After: grouped by relationship, not by brief order
04

Training room screen: three passes to get rid of the TV

The wall-mounted screen kept feeling like a TV bolted into a VR room. Three iterations, each removing a bit more of the “TV” until the room itself became the interface.

A second, quieter decision ran alongside that one: whether the room stayed on-brand or went its own way. It didn't resolve until v3.

v1: side panel, SBI blue light & dark theme

A menu panel sits beside the wall screen. To pick something, you look left; to watch it, you look back to center.

The catch

Constant focus-switching, no real reason for it to exist in VR.

v2: overlay on the screen itself

The panel moves onto the screen: menu appears while choosing, then clears to just playback controls. PM signed off — client didn't.

The pushback

Still just a TV. No interaction, nothing library-like, no real UI layer.

v3: wall banners, no screen, room's own warm theme

The screen is gone. Four banners on the wall, styled to match the room instead of SBI blue. Pick one, then a subcategory, and a screen appears wherever you're facing, then holds position while it plays.

Wall banners: pick a category, then a subcategory
Screen appears in front of the viewer: one control bar per content type
1
Video controlsAutoplay, scrub, and mute for training videos
2
Image controlsSlideshow prev / next for photo content
3
PDF controlsPrev / next for booklet pages
Staying in my lane

I wasn't deciding the room itself: the sofa, wall color, the books on the shelf. Where the build team needed a design opinion on top of that, I gave it.

05 — SOLUTION

What shipped

Lobby: spawn point. Where the visitor lands, three portals ahead, no menu required.
Lobby: walkthrough. In-headset navigation, portal to portal. Timeline and heritage walls sit along the way.
Training room: the space. The final room: banners on the wall, no screen bolted to it.
Training room: interaction. Category → subcategory → content, playing right where you're facing.

06 — OUTCOME

No usage metric: just three rounds survived

No usage number here. It's an internal tool.

Training-room screensurvived three “not VR-friendly” rebuilds
Heritage wallrebuilt around relationships, not the client's brief
Lobbyroutes first-time visitors through three portals, zero menus
What changed after I left

The client only saw it on video until QA demoed in person in Hyderabad. A post-departure voiceover change and rename (SBIIT → SBIT) touched only the 360° tour. Nothing I'd designed.

07 — REFLECTION

What this project actually tested

01

Every argument was about attention, not aesthetics

Being the only screen designer on a 3D-led team meant asking one question three different ways: where is this person looking, and what happens to everything they're not?

02

Attention has to compete

A monitor holds still. A headset doesn't — the room stays visible around whatever you're focused on.

03

Knowing which arguments are real

What I'd trust myself on next isn't a UI pattern. It's knowing which arguments are really about that competition — and which ones are just taste.

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