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VR Custom Elevator

Project Type

Side project



2 weeks (Fall 2023)


VR Design Prototyper


Unity 3D




Problem Statement

While collaborating with MONDIA, an elevator company, they highlighted a common customer desire: the preference for visualizing custom elevators within real-world settings over viewing static product photos. This insight sparked a thought: Could we utilize VR technology to showcase these products and enhance the customer experience?


01 Allow customers to view and interact with products in a realistic context

02 Allow customers to tailor products to their preferences



Though recognizing the immense potential of VR, it does come with certain challenges. For instance, we need to consider customer acceptance of VR and whether they have appropriate devices to access VR content. In terms of customer acceptance of VR technology, it is very likely to be increased by optimizing their experience.
Although recognizing the immense potential of VR, it does come with certain challenges. For example, ensuring customer acceptance of VR and the availability of appropriate devices for accessing VR content are critical considerations. Optimizing the user experience significantly contributes to enhancing customer acceptance of VR technology.

To enhance user comfort in this VR experience, I've implemented specific design features. Firstly, I introduced a gradual scene fade-in at the start to prevent users from abruptly transitioning into a new room. Additionally, to minimize the sense of vection during teleportation, I integrated a fade-to-black effect into the scene transition. Lastly, I focused on maintaining a high frames per second (FPS) to minimize the risk of simulator sickness.


Accessibility plays a crucial role in ensuring a positive user experience. To address various accessibility needs, I implemented several features. For hearing accessibility, closed captions were added to essential audio instructions. To enhance vision accessibility, text instructions were enlarged and made clearer. For cognitive accessibility, the in-context menus were included to aid navigation within the VR experience. Additionally, to support mobility accessibility, users were provided the flexibility to perform actions using either or both hands.


To optimize the performance of this VR experience, I utilized "Static Batching", a technique that consolidates static objects into larger meshes, thereby enhancing rendering speed within the scene.



Use your VR headset and controllers to experience the customization yourself.
If you don't have any, you can still use the mouse and keyboard to navigate in VR.

• To control the left controller: press "T"
• To control the right controller: press "Y"
• To move forward: press "W"
• To move backward: press "S"
• To move left: press "A"
• To move right: press "D"
• To move upward: press "E"
• To move downward: press "Q"
• Press "G" to grip objects
• Press "B" (primary button) to toggle the ray
• "Left-click" as trigger
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