Final Year Project: VR-based PC Building Simulator

Project Overview

Project

Explored and leveraged the potential of Virtual Reality (VR) technology as a scalable solution for experiential learning in technical education.

My Role

UI/UX Designer, Developer

Timeline

Nov 2024 - Jul 2025 (spanning idea exploration, concept validation, and prototype development)

Platforms & Tools

Figma, Blender, Unity, Meta Horizon

Impact

1. Validated as an effective VR learning tool for PC assembly through 5-user UAT (students, hardware specialist, and research assistant).
2. Improved the overall understanding and confidence of users in identifying PC components and assembly steps.
3. Delivered realistic, hands-on practice to strengthen repeatable skill building.

01

The Problems

The problems were observed through real-life experiences during a PC building workshop where I served as a technical assistant trainee. To further validate the problems, I conducted interviews with technical experts. Here are the recurring issues identified in the current educational setting:

Physical Constraints and Bulky Setup
Impractical for large groups due to weight, portability, transportation, and space limitations.
Limited Hands-on Experience
Students often share components, reducing individual practice opportunities.
High Failure Rate
Beginners risk damaging parts through trial and error.
Ineffective Learning Outcomes
Reliance on passive methods (lectures, videos) results in low engagement and retention.
02

Target Audience

The target audience for the VR-based PC Building Simulator includes Novice Users and Technology Enthusiasts who are eager to learn PC assembly through an immersive and interactive experience.

03

My Workflow

See how my thought process shapes ideas into immersive, user-centered experiences through usable designs.

Problem Validation and Planning
  • Validated real-world pain points from PC-building workshops via qualitative interviews.
  • Performed literature and technical research to spot gaps and assess feasibility.
User Research
  • Designed quantitative surveys to uncover demographics, requirements, and learning needs.
Wireframing and Design Concepts
  • Applied the ADDIE model for iterative refinement.
  • Created multiple UI layouts and navigation flows to support non-linear learning.
Testing
  • Conducted unit testing to ensure functionality and usability.
  • Ran user acceptance testing (UAT) to evaluate learning impact.
Final Delivery
  • Produced a functional VR prototype integrating user feedback.
04

What I Learned?

Carry out early testing with peers

Early feedback uncovers usability issues and blind spots before major development stages, saving time and improving design accuracy.

Avoid assumptions

I assumed users already knew PC basics; testing revealed gaps that even immersive onboarding had to address.

Design for guidance

Step-by-step prompts and visual cues reduce failure rates and help novices progress with confidence.