Studio Xplorer
CASE STUDY

Studio Xplorer

Studio Xplorer is an educational VR experience developed by Studio X staff and students, currently avaible at SideQuest. The app features a digital twin of Studio X’s physical space and introduces users to XR, Studio X, and how to use VR headsets and controllers—all within a playful escape room-style adventure.

UX Research AR/VR/MR
Role
UX Researcher & Engineer
Conduct user tests, produce user study reports and iterate the experience.
Timeline
Feb - Dec 2025
Affiliation
Mary Ann Mavrinac Studio X
Tools & Stack
Unity(C#) User Interview Mix-Method Research

Demo

Studio Xplorer Assessment Report

Educational Game15 ParticipantsAlpha TestStudio X, University of Rochester

The Mission

Introduce Studio X

  • • Help students discover campus XR resources
  • • Showcase workshops and events
  • • Promote VR headset lending services

Teach XR Terminology

  • • Clarify VR, AR, MR, and XR differences
  • • Interactive hands-on experiences
  • • Build foundational understanding

Data Privacy Awareness

  • • Educate about VR data collection
  • • Explain how headsets track users
  • • Promote informed consent

Key Results

+40%
XR Understanding Improvement
92%
Found It Engaging
77%
Want Studio X Workshops
85%
More Confident with VR/AR

Knowledge Assessment: Before vs After

Complete Knowledge Check Results

Biggest Win

60% → 100%

XR Terminology understanding skyrocketed. Students went from confused to confident about what XR actually means.

Strong Growth

13% → 39%

Studio X Awareness tripled. More students now know we lend VR headsets and host workshops.

Critical Issue

87% → 62%

Motion sickness prevented users from finishing. Data privacy content dropped because users couldn't complete the experience.

Participants Profile

A balanced mix of VR newcomers and experienced users

53%

Used VR Before

47%

Used AR Before

87%

Interested in Learning

85%

Baseline Knowledge

Participant Feedback

Engagement & Confidence Outcomes

92% Found It Engaging

Nearly all participants enjoyed the interactive experience and felt it was worthwhile.

85% More Confident with VR/AR

Users felt significantly more comfortable using XR technologies after the experience.

77% Want Studio X Workshops

Strong interest in future learning opportunities and deeper engagement with Studio X.

Outcomes Summary

"

XR is an overall term for both VR and AR - I had no idea!

P1
Participant 1
"

I had no idea what MR or XR was or that it existed until now

P2
Participant 2
"

The tutorial was the most helpful part of the experience

P3
Participant 3
"

It makes me completely sick

P4
Participant 4
"

Take a motion sickness medication beforehand

P5
Participant 5
"

The best part was having someone there to explain what to do

P6
Participant 6

What We Learned

01

User Experience Isn't Optional

We thought we could polish UX later. Wrong. UX issues didn't just annoy users—they prevented learning entirely. Task sequences broke, UI elements overlapped, and players clipped through walls.

02

Motion Sickness Is a Learning Barrier

We placed critical content at the end. Many users never reached it because they felt sick. Motion sickness isn't just a comfort issue—it's an accessibility issue that directly impacts educational outcomes.

03

Tutorials Make or Break the Experience

The #1 most helpful feature? The tutorial. Clear, guided onboarding is essential, especially for VR newcomers. Good tutorials build confidence; bad ones create frustration.

04

Test Early, Test Often

10+ test sessions taught us more than months of internal development. Real users will always surprise you. We ran extensive testing with UX designers and still discovered critical issues.