Bridging gaps in Art Education

A VR museum that makes art learning immersive, social, and accessible—anytime, anywhere.

Overview

Problem

Art education is vital for creativity and cultural awareness, but it faces issues of inaccessibility, high costs, and low engagement—especially among younger generations.

Solution

ArtVerse is a VR museum that transforms art education by making it more accessible, engaging, and inclusive.


By leveraging virtual reality, ArtVerse breaks down traditional barriers like cost and location, offering immersive experiences that make art appreciation a meaningful and enjoyable journey for all.

ArtVerse is a VR museum that transforms art education by making it more accessible, engaging, and inclusive.


By leveraging virtual reality, ArtVerse breaks down traditional barriers like cost and location, offering immersive experiences that make art appreciation a meaningful and enjoyable journey for all.

ArtVerse is a VR museum that transforms art education by making it more accessible, engaging, and inclusive.


By leveraging virtual reality, ArtVerse breaks down traditional barriers like cost and location, offering immersive experiences that make art appreciation a meaningful and enjoyable journey for all.

Role

Visual Lead|UX Designer

Industry

Education | VR |B2B SaaS

Duration

Apr - May 2024, 1 month

🎨 Design highlights

Author's Avatar

Experience art alongside lifelike artist avatars who share the stories and inspiration behind each piece, bringing you closer to their creative journey.

Interactive Artwork

Enjoy 360° art exploration—see every detail clearly, without crowds or distractions.

View Personal Gallery with friends

Create your own gallery by collecting artworks, and invite friends for a shared, interactive tour.

Explore VR Version

Recognizing the need for true immersion, we transitioned from 2D wireframes to 3D modeling and VR prototyping with ShapesXR. This shift was key to capturing the spatial and interactive dynamics of a virtual museum—now, artworks can be experienced as if displayed in your own space.

Think back on
the last time you went to a museum...

How did you feel after your visit?

“feel exhausted?”
“feel like you didn't understand most of the work?”
“want to go through some of the pieces again but...”
“are you able to visit it again anytime you want?”


Think back on
the last time you went to a museum...

How did you feel after your visit?

“feel exhausted?”
“feel like you didn't understand most of the work?”
“want to go through some of the pieces again but...”
“are you able to visit it again anytime you want?”


Think back on
the last time you went to a museum...

How did you feel after your visit?

“feel exhausted?”
“feel like you didn't understand most of the work?”
“want to go through some of the pieces again but...”
“are you able to visit it again anytime you want?”


🧐 RESERCH INSIGHTs

We surveyed 38 individuals (71% Gen Z) to understand barriers to art engagement. Findings revealed a strong interest in emotional storytelling, interactive formats, and personalized experiences.


However, only 42% could identify major art movements, and 53% cited lack of time, complexity, and limited access as key obstacles—highlighting the need for more accessible, engaging, and relatable art education tools.



How might we make art education more accessible, engaging, and inclusive for a diverse audience through digital and immersive technologies?

🔮 DESIGN DECISIONS

Why VR?

Digital and virtual technologies are reshaping education.


Studies found that VR can boost student engagement and retention by 30% over traditional methods. Its immersive nature makes art more accessible—especially for those unable to visit physical museums.

Recognizing the importance of a truly immersive experience, we moved from 2D wireframes to 3D modeling and VR prototyping using ShapesXR. This shift was pivotal in capturing the spatial dynamics and interactivity required for a virtual museum setting.


Recognizing the importance of a truly immersive experience, we moved from 2D wireframes to 3D modeling and VR prototyping using ShapesXR. This shift was pivotal in capturing the spatial dynamics and interactivity required for a virtual museum setting.


Recognizing the importance of a truly immersive experience, we moved from 2D wireframes to 3D modeling and VR prototyping using ShapesXR. This shift was pivotal in capturing the spatial dynamics and interactivity required for a virtual museum setting.


Me and my team members are trying VR for further insights. Love it!

⚪️ FINAL DESIGN

Homepage

Buy & Share Exhibition Ticket

Top Artists & Artworks

Build Your Own Gallery

✍️ TAKEWAYS

We began in Unity, but quickly hit roadblocks due to time and technical constraints.


Switching to ShapesXR was a necessary pivot—challenging, but ultimately empowering.

During ideation, we explored many directions—but nothing truly clicked.


The turning point came with two key features:
Build Your Own Gallery and Artist Avatar.
They brought clarity, excitement, and a unique edge to our concept.

Thank you for viewing! ૧(●´৺`●)૭ ♡

Thanks for stopping by!

Let's reach out via LinkedIn or Email me and collaborate!

LinkedIn

Behance

© 2025. Designed by Milly Wen

Thanks for stopping by!

Let's reach out via LinkedIn or Email me and collaborate!

LinkedIn

Behance

© 2025. Designed by Milly Wen

Thanks for stopping by!

Let's reach out via LinkedIn or Email me and collaborate!

LinkedIn

Behance

© 2025. Designed by Milly Wen