Reducing Churn in Metaverse Onboarding

June 28, 2022

Interaction Design | 3D game design

My Role

Simplified VR onboarding for virtual events, reducing user resistance and improving retention in high-friction metaverse experiences.

Company

Magnid VR, Germany

Industry

XR event management

UX in Metaverse

I was one of the top 8 UX designers globally, and the only one from India, to be accepted into the Digital Product School by UnternehmerTUM in Munich, Germany. It was a full-time role where our team worked on solving real-world problems for companies. One of our clients, Magnid, a provider of immersive virtual event solutions, wanted to pivot to virtual reality and the metaverse. However, they faced significant churn during the transition in their beta testing phase.

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My role as an Immersive Experience Designer

As the UI/Interaction Designer and User Researcher, I led efforts to uncover the challenges users faced in adopting VR. I also designed world-building assets using Blender and Unity for the metaverse.

My key responsibility was to create intuitive user interactions that would reduce the resistance to new technology. By blending user research with technical and design skills, I shaped both the creative direction and functional aspects of the VR experience.

Why is the retention rate in VR so low?

To understand the root cause of the churn we set out to conduct qualitative and quantitative interviews within the company and users. Language was a major concern as users generally prefer ranting in their own language and I didnt know german. To solve this our product manager went with us to help us understand the local german curses.

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Signature Moments

Signature moments are interactions or events that leave an impression on a user and happen at a crucial moment of their exploration journey. Rather than scrapping the current metaverse built by the Magnid team and rebuilding it from scratch, we focused on creating some ‘Signature moments’ that occur at the most broken points in the user’s journey.

Now, with competitive insights, synthesis of an extensive qual&quant research with over 200 users and an understanding of the scope through HMWs, we could then explore and iterate on initial concepts.

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So finally, did we reduce the VR Churn? Yes and No

The product changes performed exceptionally well during initial user testing, leading to a significant reduction in churn during the controlled experiment. Users appreciated the software's feature of suggesting breaks during virtual reality events, and they were eager to explore more variations, such as private tables and additional functionalities.

Unfortunately, the production timeline for these features exceeded the deadline, causing delays in implementation. Around the same time, the AI boom reshaped the industry landscape, prompting the company to shift its focus towards AI-powered event management solutions. While the VR enhancements showed great promise, the leadership saw greater potential in leveraging AI to optimize event experiences, automate processes, and provide advanced analytics. This pivot meant reallocating resources and prioritizing innovation in AI-driven event management, leaving the VR features on hold for future exploration.

Check other projects

I aim to create culturally-sensitive solutions that resonate across diverse markets.

I actively speak and write about emerging tech and how design can aid its adoption.

Lead Design Experience

Jun'23 - Present

How Does it Matter, Consultancy

Oct’22-Jun’23

Boom Web3

May’22– Aug’22

Digital Product School, Germany

Sep’21 – Dec’21

Twigoh, USA

Aug’20- Jun’22

Memboro

Guest Speaker @

Dec’23
IGDTUW

Future of UX and evolving career opportunities

Aug’23
IIIT 'Delhi

Role of design thinking in business development

Aug’23
IIIT 'Delhi

Pitch decks and storytelling

Jun'23
IIT 'Delhi

Who are we building for and why

Nov'22
Draper Startup House

Creating a design ecosystem in new startups and how to hire