Design

Cafe Immersive Experience

2026

Completed

Interaction DesignFigmaMiroShapes XRThinklinkInsta 360Meta Quest 3

Cafe Immersive Experience

Interaction Design · Figma · Miro · ShapesXR · ThingLink · Insta 360 · Meta Quest 3 · 2026

A project for my MA Designing Interaction module at Birkbeck. The idea was to put someone inside a specialty cafe with an in-house roastery, using 360-degree footage, so they could explore and learn how the space works without being there.


The Design Problem

How do you guide someone through a space when they can look anywhere?

With a flat UI, you use hierarchy and layout. In 360, none of that applies. That was the interaction problem I kept coming back to throughout the project.


Research

I started with user interviews to understand how people currently learn about specialty coffee and what draws them to cafe spaces in the first place. A few patterns came up consistently: people are curious about the process behind their coffee but rarely get to see it, and most of them had never tried a VR experience before.

From that I built out user personas to keep the design grounded. The two main ones were someone who's casually curious about coffee culture, and someone more enthusiastic who already visits specialty cafes regularly but wants to go deeper.


Storyboarding

Before touching any tools, I mapped out the experience through storyboards. This helped me figure out the flow: how someone enters the space, what they notice first, where they naturally look, and what would make them want to explore further.

It also surfaced some early problems around information overload. The first version had too many hotspots too soon, which I caught here before building anything.


Prototyping

I went lo-fi first, sketching out the spatial layout and the hotspot structure on paper and in Miro. The goal was to test the logic of the experience before committing to any real footage or tooling.

From there I moved into a hi-fi prototype using ShapesXR for the spatial layer and ThingLink for the interactive hotspots on the actual 360 footage. Figma handled the screen-based UI components that appear when you interact with a hotspot.


Testing

Testing in the Meta Quest 3 was where a lot of assumptions fell apart. Things that looked fine on screen felt wrong in the headset. Text placement, hotspot sizing, how long to linger before prompting the next interaction — all of it needed adjusting once I was actually inside the experience.

I ran a small round of usability testing with the hi-fi prototype and used the feedback to tighten up the flow and reduce friction at the key decision points.


Tools

  • Insta 360 for the footage
  • ThingLink for interactive hotspots in the 360 environment
  • ShapesXR for spatial prototyping in VR
  • Meta Quest 3 for in-headset testing
  • Miro for storyboarding, journey mapping, and content planning
  • Figma for screen-based UI components

What I Took Away

This was the project that made me realise how different spatial interaction design is from screen design. The research process mattered more here than on any other project I've done, because the medium is so unfamiliar to most people. Without the interviews and personas upfront, I'd have designed something that made sense to me but not to the people actually using it.


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