Ford • Virtual Experiences

Increasing workplace productivity and async collaboration through hybrid-reality environments.

Project Objective

Explore ways that VR could be used to enable and enhance employee onboarding and training, remote and asynchronous project collaboration, team bonding, and personal well-being.

role

Interaction Designer

timeline

7 months

core team

3 Information Technologists

1 Project Lead

1 Interaction Designer

Key Skills

Concept ideation

Storyboarding

tools & methods

Analogous research

Central Question

How might we use current and future technologies to enable virtual experiences and improve the remote employee workplace experience?

Final Concepts

New Hire Onboarding

New Hire VR Kit

Real

World

VR

World

Welcome Experience

Guided Tour

Meet & Greet

Immersive Learning

Kit Return

Employee Training

Made for VR

Immersive Experience

Empathy Building POV

Embodied Tests

VR Offsite

Communal Space

Sandbox

Break Room

Escape Room

Play Space

Energy Rooms

Bridging Realitites

Virtual Space

Contextual Changes

Spacetime History

VR Operating System

Discovery

Presence Trails

USER PERSPECTIVE

VR-Transit

Context Switching

contextual Landscape

Mixing Realities

Body language & facial expressions are missing

Feeling of presence is transformational

Purpose Built > General

Societal Trends

Increasing normalization of distributed teams & remote work

(some virtual tools already surpassing in-person)

Serious investment by serious players

(Microsoft, Meta, Apple)

Sustainability & environmental concerns related to commuting

No Consensus

Should we lean into virtual avatars or realism?

What are the best inputs and interaction modes?

(controllers, voice, neural)

Immersive Research

The most important thing to understand about VR before attempting to design new experiences and applications for it was going to be actually knowing what it’s like to use it.

Using Oculus Quest headsets, we spent hours trying out some of the most popular VR apps at the time, especially multi-user ones.

Oculus Quest

Tsuro

Meta Horizon Worlds

Meta Horizon Workrooms

Gravity Sketch

Hardware Trends

How does hardware affect the VR industry and its opportunities both in the present and in the future?

What’s working? What’s not?Which direction is the industry going?What’s things are still unknowns?

This project was done in 2021, but images were updated in 2025 to reflect more recent technological progress

Now

Oculus Go

Oculus Quest

Affordable VR devices for gaming & niche use cases

Simple, heads-up display style AR

Tetherless, yet clunky devices

Near (3–5 years)

Enhanced comfort/fit

AR becomes environmentally aware

Dev shift focus from VR towards AR/MR

Far (5+ years)

“All-day” wearable

Mass Market lightweight AR/MR glasses

“The ultimate display would, of course, be a room within which the computer [person] can control the existence of matter…”

— Ivan Sutherland, 1965

Research findings & Insights

Nobody wants to spend all their time in VR, but well-curated experiences can be pure magic.

“I don’t want to spend all day in VR”

“I like the immersive content to bring people into a context. This will be a much richer and emotive experience.”

Embodiment in virtual worlds allows people to act as they would in real life, making VR a perfect technology for training applications.

Even in VR, people still need a place to call "home." VR energy rooms would be a natural place for teams to come together.

“There is something nice about information in a physical space so I can find/remember where stuff was.”

“[A VR energy room] sort of implies that you can have different conversations or activities going on at once (which is great!)”

Experiencing things together forms strong social bonds, teamwork, etc. VR experiences can amplify/celebrate/leverage connection.

“Makes people connect to one another, more personal work connection like you could have at the studio.”

“I’d like a transition into the environment—what could a ‘VR commute’ look like?”

“The ability to play back the VR and interact with others virtually at a later time would be cool.”

VR will be an intuitive operating system for humans because it combines the familiarity of 3D space with the limitlessness of digitalization.

Opportunity Areas

Controlling Our Work Environment

Empower control over our environments and schedules with virtual tools that facilitate asynchronous interactions.

Productive Collaboration

Use group dynamics and real-time collaboration tools to facilitate productive thinking and making.

Switching Between Contexts

Enable quick and effortless context switching to maximize the power of immersive experiences.

Experimental Learning

Encourage learning through quick, tangible, safe, and scrappy virtual experiments.

Engaging Storytelling

Use 3D visual aids & environments to facilitate storytelling, presentation, collaboration, and feedback.

Spontaneous Inspiration

Discover and share inspiring and energizing content through spontaneous virtual encounters.

Strengthening Social Ties

Leverage virtual experiences to connect with our network and strengthen relationships.

Design Process

Ideation

Unconstrained generative ideation based on opportunity areas— imagining the best possible experiences for how VR could be used for workplace productivity and wellbeing

Concept Clustering

Combining similar ideas and pruning the total number of concepts down to the most promising

Context Identification

Cross-referencing all of the concepts to identify a distinct set of contexts/scenarios that they all fell into

Storyboarding

Take the concepts and contexts and making them tangible and relevant through embodied narratives and quick sketches to illustrate people, spaces, objects, interactions, passage of time, etc.