Project V

Project Ve UX Case Study Picture


UX Designer


User Research, UX Design, UI Design, Information Architecture, User Personas, Usability Testing Planning


Figma, Miro


9 months

Tip: Key terms are highlighted to enhance your readability and scanability experience.


Project V is a web application designed to provide VR-facilitated combat training to military personnel.

Using immersive virtual reality (VR) technology, it provides a realistic simulated environment where trainees can engage in a variety of scenarios and courses.

The project makes use of gamification elements to enhance the e-learning experience, making training more engaging and effective.

This project's goal is to create an adaptable training platform that can be utilized by armies worldwide.

Project V UX Case Study Overview


Upon joining Project V's team, the platform lacked an engaging and motivating training experience.

Additionally, the information architecture needed refining as it was making it difficult for trainees to navigate and access relevant content.

These challenges hindered the effectiveness of the training program and needed to be addressed to create a truly immersive and impactful learning experience.

Project V UX Case Study Problem


Due to the confidential nature of the project, specific details about the process cannot be disclosed.

However, a structured approach was used to identify, then address the challenges and elevate the overall concept.

Key elements included competitive analysis, stakeholder interviews, user personas based on user research, and a structured gamification framework that incorporated a well-defined rewards system and information architecture.

This framework ensured that gamification elements were seamlessly integrated into the training experience, enhancing engagement and motivation for trainees.

User Flows

User flows were meticulously crafted to map out the interactions and steps users would take within the web application

This process helped identify key user journeys and ensured that the app's functionalities effectively met the needs of both trainees and instructors.

Visual representations of these user flows guided the design and development process, ensuring a seamless user experience.

The example below showcases a Trainee flow created specifically for training scenarios.

Project V UX Case User Flow Diagram

Information Architecture

A well-structured information architecture was instrumental in ensuring seamless navigation and efficient access to training scenarios and courses within Project V.

The architecture facilitated easy exploration of content and a logical grouping of gamification elements, providing a user-friendly and intuitive experience for both trainees and instructors.

The example below showcases a gamification structure considered for scenarios.

Project V UX Case Information Architecture Diagram

Wireframes & Mockups

Visualizing and refining the design concepts were achieved through the creation of wireframes and mockups.

These tangible representations of the user interface and interaction design served as invaluable tools for communication and refinement throughout the design process.

Project V UX Case Study Wireframes

Usability Testing

Following the creation of high-fidelity design artifacts, usability testing became the next crucial step in the UX process for Project V.

While I did not directly conduct the usability testing, I played a pivotal role in structuring the testing process.

This involved defining clear usability goals, crafting structured test scenarios, developing comprehensive scripts, establishing evaluation and rating criteria, and formulating pre and post-testing interview questions.

Additionally, the pre and post-testing questions facilitate the collection of qualitative feedback and capture user perspectives on the overall user experience.


Throughout the project the following deliverables were provided:

  1. Research documentation - detailed documentation providing a comprehensive overview of gamification research;
  2. Design artifacts - various design artifacts, from user personas and user flows, to of wireframes and mockups showcasing the evolution of the platform's layout, structure, and functionality, facilitating stakeholder feedback and ensuring alignment with user needs;
  3. Videos - a set of videos explaining the design decisions and user flows, highlighting the key features and functionality of the platform.


While specific metrics and details remain confidential, the enhancements made to Project V successfully addressed the identified challenges and improved the training experience for military personnel.

By implementing a structured gamification strategy, optimizing information architecture, and designing a user-centric training app, Project V not only enhanced platform engagement but also significantly improved the e-learning experience for trainees.

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