NASA Psyche VR Museum

An immersive VR experience translating real asteroid data into interactive art, in collaboration with NASA's Psyche mission.

My Role

Lead Frontend Developer Lead Designer

Timeline

Sep 2025 - May 2026

Status

Shipped

Skills / Tools

Unity Figma Spatial Design Immersive Design (VR / XR)

Context

NASA Psyche Inspired — bringing art & creativity to space.

Psyche Inspired is a national student art program associated with NASA’s Psyche mission. Its purpose is to help communicate the mission’s science, engineering, and exploration themes to the public through original creative work. The program serves as a public engagement initiative, using art and creativity to make the Psyche mission more accessible to broader audiences.

Our Challenge

Turning 400+ artworks into an immersive VR experience

The NASA Psyche mission has a growing collection of student-created artwork that translates space science, engineering, and exploration into creative forms. With hundreds of works across different mediums, the project needed a more immersive way to organize, present, and experience the collection beyond a traditional gallery format.

Guiding Question

How might we design an immersive VR showcase that helps public audiences explore Psyche artwork in a way that feels engaging, accessible, and scalable?

My Contribution

I lead the complete frontend experience end-to-end, with sole ownership of UX research, branding/style direction, design system, UI design, and Unity implementation. All work shown in this case study is my own.

Research

Translating partner requirements into UI decisions

To define the frontend direction, I gathered requirements from our project partner and translated their pain points into interface decisions. The biggest concern was that the VR showcase needed to work for public events, where many visitors may be trying VR for the first time and may only have a few minutes to engage with the experience.

Through partner input, I identified several pain points: users could not rely only on audio instructions in noisy event spaces, novice VR users may struggle with complex controller inputs, and event staff needed simple ways to pause, restart, and reset the experience between sessions.

Research takeaway: The UI needed to make navigation intuitive for first-time VR users, support event staff managing live sessions, and keep the experience immersive without distracting from the artwork.

Ideation

Mapping the frontend experience

Using these insights, I translated the main pain points into core user tasks, then mapped those tasks into the key frontend flows the interface needed to support.

Navigation Flows

Museum navigation flow diagram
Core Flows The primary interactions that occur while the user is inside the experience. Selections have direct spatial consequences that affect the scene.
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Design

Designing for Clarity, Comfort, and Immersion

Once the flows defined what the UI needed to support, I used sketches to explore how each screen should be laid out. This helped me translate navigation logic into early interface structures before moving into high-fidelity design.

From Sketches to Wireframes

Mid-fidelity Wireframes

Examples of a few exploratory sketches and early wireframes.

Early lo-fi sketches helped me quickly map out layout options and spatial hierarchy before committing to anything. From there, I moved into mid-fidelity wireframes to define structure, spacing, and interaction patterns more concretely.

Design System

With the screen structure defined, I moved into visual design by shaping a UI style that felt aligned with the NASA Psyche mission while still being functional in VR. I focused on creating a polished, space-inspired interface that supported readability, clear hierarchy, and lightweight interaction without distracting from the artwork.

Design System

Design system preview with colors, typography, iconography, and button components.

Solution

Putting it all together

Final high-fidelity designs overview
Title Screen

Title Screen

Centered title screen creates a clear VR entry point with immediate access to start, help, language, and accessibility tools.

Game Mode Selection Screen

Game Mode Selection

Clear mode selection supports both self-guided exploration and quick public event sessions.

In-Game Navigation

Persistent in-game navbar for quick access to help, accessibility, language, filters, and session controls.

Implementation

From Figma to Unity

With the high-fidelity designs finalized in Figma, I moved into Unity to build the UI as a live interactive system. I reconstructed every screen including layouts, typography, buttons, and transitions — all natively inside of Unity's 3D environment.

The main challenge was preserving visual fidelity in VR. Colors, spacing, and type that worked in Figma often needed headset testing and tuning on the Meta Quest 3 to ensure readability and interaction comfort.

Title scene implemented in Unity, matching the Figma design.

In-game menu system running live in the VR environment.

Reflection

What I learned designing for an unfamiliar medium

Designing for 2D when the medium is 3D

My biggest challenge was breaking out of screen-based design habits. I often approached layouts the way I would a webpage, but depth, gaze comfort, and controller interaction change what works. A lot of early decisions had to be revisited once I was actually in the headset.

Learning Unity while building in it

This was my first time working in Unity. Much of the time I expected to spend on design iteration went toward understanding the environment itself — which compressed the feedback loop more than I anticipated.

What I'd do differently

Spend more time prototyping in-headset from the start. The medium shapes what works in ways that Figma can't fully surface, and testing earlier would have saved significant rework later.

This work was created in partial fulfillment of University of California, Irvine Capstone Course “INF191A/B″. The work is a result of the Psyche Student Collaborations component of NASA’s Psyche Mission (https://psyche.ssl.berkeley.edu). “Psyche: A Journey to a Metal World” [Contract number NNM16AA09C] is part of the NASA Discovery Program mission to solar system targets. Trade names and trademarks of ASU and NASA are used in this work for identification only. Their usage does not constitute an official endorsement, either expressed or implied, by Arizona State University or National Aeronautics and Space Administration. The content is solely the responsibility of the authors and does not necessarily represent the official views of ASU or NASA.