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.

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 is a virtual learning environment that helps students understand size and scale, a concept that shows up everywhere in STEM education. The project was funded through a National Science Foundation award titled Virtual Reality to Improve Students' Understanding of Scale in STEM.

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

Theoretical Foundation

We grounded our design decisions in academic literature on scale cognition, particularly Alejandra Magaña's Framework for Size and Scale Cognition, which identifies the core concepts students need in order to grasp scale, from subatomic particles to cosmic structures.

Results from our first round of usability studies were published in a Human Factors journal.

Astronaut avatar in Scale Worlds virtual environment
Early Prototypes

The project began with a lot of prototyping to figure out how users might navigate across extreme scales. These early sketches set the visual language and interaction patterns that carried through to the final implementations.

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 access to expensive VR equipment, so we built a web version. That meant translating an immersive VR experience to a flat screen without losing the core 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.

Function mapping starts with the key concepts learners need in order to comprehend scale, drawn from Magaña's framework and other academic literature. We charted specific features against each learning concept, so we could see the core objectives survive the move from VR to web even as the interfaces diverged.

Function mapping table showing features tracked across platforms
Precedent Analysis

We studied existing approaches to visualizing scale, from the Eames' Powers of Ten to Nikon's Universcale to ordinary textbook diagrams, to understand the conventions and spot 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

With the function mapping table as my guide, I sketched interface ideas on paper and in Figma. Because the key features were already pinned down, iterating on solutions went quickly.

I built the designs into a working prototype with HTML, CSS, JavaScript, and Three.js powering the 3D experience in the browser.

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

We developed Scale Worlds for two VR platforms, a room-scale CAVE (Cave Automatic Virtual Environment) and consumer head-mounted displays. Each gave students a different way to 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

We designed the scaling interaction to mirror the math students already see in American classrooms, changing exponents in scientific notation and moving decimal places 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 designed multiple environment schemes and tested them with user interface experts to find the layouts that worked best for learning. Those studies shaped our decisions about spatial organization, entity placement, and navigation flow.

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. The research taught us a lot about how users think about scale, and it opened up honest conversations about how to balance usability against 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