Designing an immersive XR learning experience for music history

A VR experience that teaches how early music technology worked, through guided interaction and storytelling.

Role: UX Designer

Timeline: 2024

Platform: VR/Unity

Summary

Sonidify XR teaches how gramophones worked and why they mattered. I designed and built it in Unity for VR, focusing on first-time users and accessibility.

Audience
Gen Z and millennials. New to VR, record players, or analog music.

Problem
Younger people rarely see how vinyl and gramophones worked. The hardware is expensive and hard to find.

Usability testing

Accessibility

VR

Promo poster for conference/event submissions.

Goals

Teach the history of vinyl records and gramophones.

Make vintage music technology feel worth caring about.

Keep it engaging with music playback and genre discovery.

User research

Research methods

  • Online survey, 15 responses

  • Usability tests

  • Secondary research: design precedents, plus videos on how gramophones work and get repaired

Insights

People want to know how a gramophone works without electricity.

They know vinyl, but not speeds or how playback differs.

They’re open to learning in VR if it’s easy for beginners.

The solution

Introducing Sonidify XR: Gramophone - an immersive journey into early music technology. Users explore a fictional Art Deco-inspired location, engaging in four learning modules covering vinyl record types, gramophone setup, machine workings, and an overview of the music recording process.

The experience’s rotating platform feature to navigate between modules is inspired by Disney's Carousel of Progress.

The narrated storytelling that compliments the interactive elements, and guides the player is inspired by the VR experience: Traveling While black, and the real-world location: Salem Witch Trials Museum in Massachusetts.

Key design decisions

Controllers over hand tracking.

I prototyped both. Controllers were more accessible and gave haptic feedback.

Color and black and white modes.

Users choose. It gives a vintage option and works for color-blind users. The red, gold and black palette holds up in grayscale.

A fixed rotating platform.

It keeps attention on the learning modules instead of on movement.

Features

Guided gramophone setup, with an optional tutorial panel

Quiz after each module

Shrink down to explore the inner mechanism

78 RPM playback, with a color or black and white switch

Style guide

  • Inspired by Art Deco design from the 1920s-1930s

  • I chose colors that would translate well to grayscale (since one of my features involves switching color modes for users who want a vintage aesthetic, but also color blind users)

Inspired by

Art Deco

In my VR world, the 1920s-1930s vibe naturally led me to Art Deco; it just made sense. I knew what I wanted. Research helped me grasp the style, allowing me to create a UI that resonated with the environment design. I envisioned users feeling as though they were in a fancy lounge, a luxury hotel, a or a stage—that was my goal.

Usability testing

5 moderated, in-person tests over a week. Everyone finished the experience.

  • The intro tutorial was what made navigation click, with no help from me

  • Issues: overlapping audio, shrinking felt too abrupt

  • Requests: grab records, shorter narration, subtitles

  • Everyone learned the basics and wanted more content

Usability opportunities

Small issues included multiple audios playing simultaneously, and the speed of shrinking/growing being too abrupt

Suggestions included ability to ‘grab’ records, making audio narration shorter, and include subtitles alongside the audio

All participants learned basic knowledge of gramophones, records and expressed interest in exploring future iterations and desired more content

Changes after usability test

  • Implemented a pop quiz mechanism after each learning module to help user solidify knowledge

  • Introduced closed captioning to go alongside audio clips for users who prefer to read more then listen

Demo video

Reflection

VR was new to me, so I learned the problem the way my users did. The big lesson was balancing accessibility and innovation: controllers with haptics, and a fixed platform instead of free movement. Next I’d like to try other formats, like an XR cassette or CD, each with a different way to navigate.

Let’s work together

Open to full-time roles and select consulting. Let’s build something new together.