Immersive Learning Experience Through Metaverse
Role: Senior Service Designer |Client: Deloitte Greenhouse |Time: March 2022- May 2022
Metaverse is a network of 3D virtual worlds, focused on immersive experiences, digital economies, and social connections. Deloitte greenhouse wanted to explore how can they deliver an AI learning program for women in Deloitte through metaverse to enhance learning and collaboration. The key objective of this project was:
Understand how immersive virtual reality can elevate learning and collaboration between participants
Identify features and requirements needed to build an MVP for the learning and collaboration experience
Key Achievements
We were rewarded multiple times for this innovation project, the main outcomes were:
Define main target groups and ensure the team had a foundational understanding of users and their needs
Create end-to-end journeys from onboarding till they graduate from the program and take their learnings into their day-to-day
Identify features that enable the end-to-end experience
Prioritize the metaverse-specific features for the MVP (Desirable, feasible, and viable)
My Role
We were a team of 3 designers. I was a Senior service designer for this project and worked with two junior designers on this project. My main tasks were:
Planned and led qualitative and contextual research
Synthesized the findings and identified insights
Planned and led a series of co-design workshops
Translated research insights into meaningful artifacts (personas and customer journey map)
Defined the product strategy and main features for both learners and lecturers
Validate the suggestions with key stakeholders and development teams
Instruct and coach junior designers on approaches to delivering artifacts
Key activities and design process
Phase 1: Problem Framing
During a series of discussions and interviews with stakeholders, we identify the challenge and potential opportunities. The picture below illustrates the problem frame
Phase 2: Research and Discovery
The goal was to gain a deep understanding of the learning and collaboration experience in the metaverse, identify the main target groups and uncover the current 2D experience and challenges.
7 In-depth Interviews with potential users
9 semi-structured interviews with Deloitte experts
3 contextual interviews in the 3D virtual environment and 12 observations
1 Service Safari
Leverage desk research
Contextual interviews within Horizon workrooms
Contextual interviews within Horizon workrooms
Break up transcripts into excerpts using open coding
12 Observations with potential users to see how do they interact with the Metaverse device for the first time
Synthesis the findings
We put together all the inputs into the miro board and through a co-design workshop with SMEs, we grouped snippets into clusters to identify key directions for generating concepts. In summary, we identified 5 key insights that shaped the future state of learning and collaboration experience in the Metaverse. Also, we identify two main potential target groups: learners and lecturers
1st Synthesis workshop
2nd Synthesis workshop
Research insights summary







Phase 3: Define and Create
1st Ideation workshop
2nd Ideation workshop
Defining The Future-state Experience In The Metaverse
Key features
From the research and feature prioritization workshop, we identified four key metaverse learning experiences that can elevate the Women in AI program and generate significant value over a traditional two-dimensional learning experience across the Learning & Collaboration journeys.
Results and Takeaways
We have been recognized and rewarded multiple times for this innovation project.
As a final result, we were able to find an innovative way to engage Deloitte women. We invested in employee learning, and collaboration experience and went beyond one-way training experience and created an immersive experience that engaged all the senses. This project was successfully delivered to the 3D product design and development team.