As UX Design students, we embarked on a comprehensive case study of Openbrush, a VR painting application renowned for its immersive creative environment. Our aim was to analyze and propose enhancements to Openbrush's user interface and experience, focusing on brush management and UI customization. This study was motivated by feedback from diverse users and the planned introduction of innovative features within the application.
In my final semester, I took a class for Advanced Research and Usability Testing. In this class, I was prompted to research and redesign a specific aspect of a VR app or game that we thought could improve user experience. This project was an insightful journey into enhancing the functionality and user experience of a well-established VR art tool.
Identifying the need for improvement
Open Brush is a VR painting application celebrated for its immersive creative environment. It offers various brush textures and features for users to create diverse and immersive works of art. When I started experimenting with this application, I was immediately impressed with what it had to offer. However, I also noticed an issue with brush and tool management. It took a lot of work to go back and forth on my artwork when I wanted to use a set of brushes. As artists immerse themselves further in their work, they may need help managing and accessing their preferred brushes efficiently. Additionally, the ability to customize the UI menu could be improved, hampering users' ability to tailor the application to their unique workflows. I wanted a real-world solution; an artist should have brushes and tools at easy reach for a smoother workflow. My focus was on these aspects:
- Brush Favorites: Users should be able to easily mark their frequently used brushes as favorites, ensuring swift and hassle-free access during the creative process. Whether it's a specific brush for fine details or a unique texture brush for backgrounds, artists can effortlessly select their favorites, enhancing productivity and artistic flow.
- UI Menu Customization: Open Brush users should be able to tailor the application's user interface to match their preferences and workflow. This customization feature allows artists to arrange, add, or remove menu items within the VR environment. Users gain complete control over their workspace, from resizing and repositioning tools to organizing the UI menu to suit their creative style.
Recognizing these issues, I set out to refine and improve these aspects.
Initial Research
My first step was comprehensively understanding Open Brush's features and primary users. I conducted a detailed app analysis, outlining its features and user flow. This process included creating a user persona based on typical VR artists who regularly use Open Brush. This persona was vital in guiding my research and defining the trajectory of my project.
- Mapping out the application's existing features and functionalities.
- Creating a detailed user persona to represent the typical Open Brush artist.
- Developing a general user flow to understand how artists interact with the app.
Competitive analysis
Phase 2: User Research
The next phase was to validate if other VR artists commonly experienced the issues I identified. I conducted in-depth, in-person interviews with users who had an art or design background and were familiar with VR technologies. These interviews were structured to observe users' workflows when using multiple brushes and tools in succession. I also sought feedback on their overall experience with the app.
- Task-based user testing: I assigned specific tasks to users that required them to use a variety of brushes and tools, allowing me to observe their interaction with the app in real-time.
- Post-task interviews: Following the tasks, I conducted interviews to gather qualitative feedback on their experience and any difficulties they faced.
This research phase was crucial in obtaining firsthand insights into user behavior and preferences, shaping the foundation for my redesign strategy.
Interviews
The setup
Tools
- Zoom (perform interviews)
- Dovetail (transcribe & analyse interviews)
- Calendly (setting up interviews)
- Meta Quest 2 (VR device)
Interview type
We took one on one interviews in our research lab ‘HIVE’ at NYIT. We had Open Brush set up on a Meta Quest 2 beforehand and set up a camera to record users when they were being interviewed and while they were performing tasks.
Participants
Target users | We focused on people with a art or design background. We wanted insights from people with different levels of familiarity with VR devices. |
Messaging method | Emails, Text messages. |
Participation request text | Hi ___!
I'm Sifra, a graduate student at NYIT, and I wanted to reach out to you. My fellow classmates and I are currently delving into the fascinating world of user behavior within OpenBRush. Our ultimate aim is to enhance the OpenBRush experience, making it even more user-friendly and speeding up the creative process.
We were wondering if you might be available for a quick Zoom call or might be available in college whenever it's convenient for you. Your valuable insights and input would be incredibly beneficial to our research, and we would greatly appreciate your help in this endeavor.
Thank you so much in advance for considering our request! Your contribution could truly make a significant difference in the development of OpenBRush.
Best,
Sifra Solomon |
The Interview Plan
Introductory script.
Interview guide components | Purpose | Content | |
Introductory script | To open the interview and cover the necessary information with the participant. | Hi, my name is Sifra and I am a researching User Experience of Open Brush for my Advanced Research class. Thank you for participating in this interview. | |
To remind the researcher of the study goal | The goal of this is to observe your workflow in OpenBrush and get your opinion. | ||
To gain consent for recording the interview | Before we start, do you give permission for this interview to be recorded, both video and audio?
I would like to inform you that the recordings of this video will be used to analyze and understand your needs as a user | ||
To give insight to the interviewee what will happen during this interview | For this interview, a few questions and tasks have been prepared. I would like to ask you to answer as honestly as possible and from your own experiences. Whether things are positive or negative, I would like to hear it all. |
Warm-up questions
Interview components | Purpose | Content |
Warm-up questions | To get to know familiarity of the app. | Have you ever used OpenBrush? If yes, for how long have you been using OpenBrush? |
To ask simple but on-topic questions | How did you come
across OpenBrush? If so what do you like or dislike about it? | |
Figure out competitors | Are there any other apps that you use to sketch in VR? |
Tasks
Interview components | Purpose | Content |
Task 1 | To get the participant acquainted with the app | Use the open brush app for the next 5-7 mins to explore the
tools and menu and the app in general and then we can proceed
further with the tasks.
|
Task 2 | To get the participant started off with their painting workflow by have 3 fixed brushes | Can you pick any three brushes you like? Use these 3 brushes interchangeably in your project. |
Task 3 | Getting the participant to assign designated colors to each brush and to observe their workflow when they use these interchangeably | Now, pick a color for each of these 3 brushes and use them interchangeably in your project. |
Task 4 | To observe ease of workflow when participant incorporates tools with their designated brushes and colors | Now along with the different brushes with their respective colors, use any 2 tools from the tools panel(eg: eraser, scale, etc.) and continue with your project while interchanging between these tools and brushes. |
Follow up question 1 | To know participants opinion on the workflow using the given tasks and to know if they found it tedious to go back and forth without any shortcuts | Did these tasks affect your workflow and how did it affect your workflow? |
Follow up question 2 | Same as follow up question 1 | How is your experience switching between the brushes and tools? |
Follow up question 3 | Same as follow up question 1 | What do you think about your efficiency of work flow while performing this
task?
|
Follow up question 4 | For suggestions on solutions | What changes would you make as a user to increase your work flow efficiency?
|
Follow up question 5 | For suggestions on solutions | What is your final thought about the menu options of the Open Brush VR app? Any suggestions.
|
Findings & Analysis
Recommendations
Change | Outcome | Reason |
Feature to customize or rearrange frequently used elements | Freedom to alter UI to own workflow needs | Users will have flexibility to rearrange elements for according to their own preferences which will further ease and quicken their workflow |
Marking favorites (brushes, colors, tools) | Optimized flow | Finding marked favorites in a designated panel/place, users will spend less time in finding what they need as memory will lead them to the panel/position saving work time. |
Introduction of a new tool on the dominant hand for easy access of favorites | Easy and quick access to recent and favorite tools | Users will be able to switch tools while painting as its on the dominant hand. however, it will be a learning curve for users already acquainted to the app |
Panel Placement at will in the environment | Freedom to alter UI | Flexibility to place panel anywhere in the environment according to process of painting for easy reach of tools. |
Phase 3: Design Solution
In this stage, I channeled user insights and recommendations into crafting practical design solutions. I developed four distinct concepts, each offering users greater freedom and control over their creative process. These solutions were brought to life through animated sketches, providing a visual and dynamic representation of the proposed features. To further enhance the real-world applicability of these ideas, I created a workflow scene in Gravity Sketch. This approach was chosen specifically to let users experience the proposed changes within a VR environment, making the design solutions more tangible and relatable.
- Developing four design concepts based on user insights and recommendations
- Creating animated sketches to visually demonstrate each solution.
- Designing a VR workflow scene in Gravity Sketch to simulate the user experience with the new features.
Concept Sketches
I used these 2D sketches as proposed solutions
Animated Concepts

Solution 1: Floating Panel on the non-dominant hand
The 'A' button on the controller of the non-dominant hand will trigger a floating panel with 5-6 favorited brushes. Users can then select which Brush they need using the thumb stick. Pressing the 'B' button on the controller will trigger a switch between the Brush, colors, and tools. This will give users easier access to the favorites panel and ensure their workflow is not disturbed when they want to work with different tools and brushes.

Solution 3: Dedicated 4th Favourites Panel
A dedicated Favourites Panel where users can add their favorite brushes, tools, and colors will allow users to work quicker and more efficiently without switching panels to find what they want to use. This will be an efficient and viable solution as there are few changes in the menu panel itself. Users can favorite their intended brushes by pining what they want on the panel.

Solution 2: Pinned favorites on the top of the panel
For this solution, users can drag and drop brushes they intend to use frequently on top of the panel for quick and easy access. The bottom half of the panel will function as usual, scrolling to the left and right. Users can then "unpin" or drag and drop their favorite brushes back to the bottom half of the panel, where they will return to their original position. This solution can be applied to the tools and color panels.

Solution 4: Panel in the environment
The 3rd and 4th solutions go hand in hand. For this solution, the 4th panel can be dragged and dropped anywhere in the environment. The user can then place the panel in whatever position/direction they prefer to make their workflow more efficient. This will give them complete freedom and control of the menu panel.
I further made these in Gravity Sketch
Phase 4: Testing
The testing phase was crucial in evaluating the effectiveness of the proposed solutions. I conducted user testing sessions using both the animated sketches and the workflow scenes created in Gravity Sketch. The primary objective here was to gauge user preferences and identify which aspects of the designs would most significantly enhance their workflow. While my preference was to conduct these tests with experienced VR artists, logistical constraints led me to work with individuals possessing a creative background. Nevertheless, the feedback received was immensely valuable, offering fresh perspectives and critical insights that could guide future iterations of the design.
- Conducting user tests with the animated sketches and Gravity Sketch scenes.
- Gathering qualitative feedback to understand user preferences and pain points.
- Analyzing the feedback to identify key areas for improvement.
Insights
- Solution 1: User 1 and User 2 found the drag-and-drop functionality for brushes user-friendly and intuitive. User 1 liked its simplicity for new users, while User 2 appreciated its convenience but was concerned about messy interactions.
- Solution 2: User 1 considered the dedicated favorites panel somewhat redundant, though useful for direct work.
- Solution 3: This solution, combining features, allowed dragging the favorite panel anywhere. User 1 found it slightly confusing but liked its flexibility, suggesting more instructions could help. User 2 was skeptical about its practicality despite liking the concept.
- Solution 4: Both users had reservations about this solution involving a floating panel on the controller. User 1 suggested it needed more precise instructions, while User 2 saw it as viable, especially for quick workflow, making it their second favorite.
What’s Next?
Although the project has yielded a general direction for the redesign, there's a clear path for further development. The next step is to engage more VR artists in the testing process to gather a broader range of insights. This will allow for a more refined understanding of user needs and preferences, paving the way for additional iterations and enhancements to the design.
Looking Forward: Advancing VR Artistry
This project transcended a mere redesign—it was about fundamentally enhancing the creative process in VR. The proposed features for the Open Brush tool address immediate artist needs and also pave the way for new creative opportunities in VR. As I reflect on this journey of merging technology with artistry, my excitement for the future of VR design grows. This field has boundless potential for innovation, and I look forward to continuing to contribute to its evolution. Stay tuned for more updates on my future projects in VR design!