Scale Worlds

Overview

A two-year research project designing immersive learning environments, first in VR and then adapted for the web, to help students build an intuitive understanding of size and scale across 42 orders of magnitude.

Try the live build

Collaborators

Dr. Matthew Peterson

Dr. Karen Chen

Dr. Cesar Delgado

Linfeng Wu

Tyler Harper-Gampp

Amanda Williams

Rebecca Planchert

Meghan Jack

Elizabeth Chen

Type

Virtual Reality

UX Design

Research

Education

Web Development

Year

2021–2023

Background

Scale Worlds helps students understand size and scale. It was funded through a National Science Foundation award, Virtual Reality to Improve Students' Understanding of Scale in STEM.

For two years I worked under Dr. Matthew Peterson, alongside faculty and doctoral students in Human Factors Engineering and STEM Education. I planned user experiences, coded in C#, modeled in Blender, developed in Unity, and managed three design technicians.

Theoretical Foundation

We grounded the design in Alejandra Magaña's Framework for Size and Scale Cognition, which identifies the core concepts students need to grasp scale. Results from our first round of usability studies were published in a Human Factors journal.

Astronaut avatar in Scale Worlds virtual environment
Early Prototypes

We prototyped heavily to figure out how users might navigate across extreme scales. These sketches set the visual language that carried through to both final builds.

Early prototype sketch of Scale Worlds Scale Worlds environment concept Entity scaling visualization User interface exploration Virtual environment layout Scale comparison diagram
Web Adaptation

Most students don't have VR equipment, so we built a web version. That meant moving an immersive experience to a flat screen without losing the learning objectives.

Function Mapping Methodology

To manage the move from VR to web, our team developed a design methodology we call function mapping. We wrote a paper about the process, Preserving theoretically-grounded functions across media platforms in interaction design, which I presented at IASDR 2023 in Milan.

We charted specific features against each learning concept, so we could watch the core objectives survive the move to web even as the two interfaces diverged.

Function mapping table showing features tracked across platforms
Precedent Analysis

We studied how others visualize scale, from the Eames' Powers of Ten to Nikon's Universcale to textbook diagrams, looking for where we could do something new.

Screenshot of Universcale

Universcale by Nikon

Screenshots from Eames' Powers of Ten video

Eames' Powers of Ten (1977)

Implementation

I sketched interfaces on paper and in Figma, then built them into a working prototype with HTML, CSS, JavaScript, and Three.js. You can try the live build yourself.

Scale Worlds web interface
Scale Worlds web navigation
Scale Worlds web entity view
Scale Worlds VR
VR Implementation

We built for two VR platforms, a room-scale CAVE and consumer head-mounted displays. Each let students experience scale with their whole body.

User standing in CAVE virtual reality environment Cave Automatic Virtual Environment (CAVE)
Head-mounted display with 3D avatar representation Head Mounted Display (HMD)
Design System

We organized the environment into three layers, each with its own job in the learning experience.

User interface elements in Scale Worlds

User interface: flat interactive elements

Armature structures in Scale Worlds

Armatures: three-dimensional structural elements

Scientific entities in Scale Worlds

Entities: animals, stars, atoms, and cells as scale landmarks

Curriculum-Aligned Interaction

Scaling mirrors the math students already see in class. You change the exponent in scientific notation, or move the decimal place in standard notation.

Animation showing decimal place movement

Animation showing decimal place movement

Diagram of the numeric panel interface

Numeric panel interface for scale navigation

Environment Testing

We tested multiple environment schemes with interface experts. Those studies shaped how we handled spatial organization, entity placement, and navigation.

Forest environment layout diagram

Forest environment variant

Path environment layout diagram

Path environment variant

User Research

I helped run two rounds of qualitative usability studies. They taught us how users actually think about scale, and forced some useful arguments about usability versus theoretical grounding.

User research findings from usability study User feedback on interface design Usability study observations Research insights on scale cognition
Professor demonstrating scale ruler in CAVE environment Scale measurement demonstration in virtual reality
© Brian Sekelsky