Data you can walk around

October 2024 – December 2024

My role

Spatial interface · Interaction design

Team

Three people · One semester

Status

Working prototype · Meta Quest 2

Overview

A dataset you can step into.

This was a Meta Quest 2 prototype for exploring CSV data in a 3D scatter plot. Our team of three built it in one semester.

My role

Controls that stay out of the way.

I owned the spatial interface and interaction design. I focused on the data controls and the point tooltips people used inside the scene.

Question

Can moving around data help?

We wanted to explore whether moving around a dataset in VR could help people understand relationships between its values.

The challenge was to support that exploration without overwhelming controls or an obstructed view.

The constraint

One headset. One semester.

With a Quest 2 and one semester, we focused on a small prototype that people could use with their own CSV data.

Framing the question

Original project documentation with the target users, how-might-we questions, and problem statement.

Scope

The core interaction before extras.

We prioritized importing a CSV, plotting it across three axes, and selecting points to inspect their values.

Defer custom chart styles

People had asked for custom chart styles, but we left them out so we could finish and test the core interaction within the semester.

Needs before features.

Original documentation listing the needs the first version was designed around.

A first version built around one loop

01 · Import

Load a CSV dataset.

02 · Explore

Plot three axes; rotate and scale the data.

03 · Inspect

Select a point to reveal its values.

Scope summary · Additional chart styles were deferred.

What made the first version

CSV import, three axes, and point inspection were built; custom chart styles were deferred.

Interaction decisions

Panels near the hands. Detail near the data.

I designed the controls people used inside the scene. Three decisions shaped the interface.

Decision 1: Put the panels near the hands

I grouped the scene controls into a few panels near the hands, leaving the plot in front of the user.

Controls within reach

This illustration places the control panel near the hands while keeping the scatter plot in view.

Decision 2: Rotate and scale the plot with sliders

The panel brings CSV upload, rotation, and scale into one place. Sliders adjust the plot inside the scene.

Rotation and scale in context

In this illustration of the prototype, rotation and scale sliders change the plot while the controls remain in view.

Decision 3: Show point values in a tooltip

Selecting a point reveals its three axis values in a separate tooltip, keeping the detail close to the data.

This illustration shows a selected point revealing its three axis values in a separate tooltip.

Iteration

Fewer panels. A clearer view.

Early layouts crowded the view with information close to the user’s face. I reduced the interface to a few panels: dataset controls with rotation and scale, and a tooltip for the selected point.

Early layout

Information placed close to the user’s face crowded the view of the plot.

Reduced layout

A few panels near the hands leave the scatter plot in view.

These views reconstruct the prototype’s layout changes; the early arrangement is schematic. Comfort and understanding were not measured.

Outcome

A working prototype. Informal feedback.

We completed a working Quest 2 prototype and gathered informal feedback from people familiar with Excel and Tableau. Feedback was positive about the panels and point tooltips. We did not measure analysis speed or accuracy.

What I would test next

I would ask participants to complete the same analysis tasks in the prototype and their usual desktop tool, then compare errors, completion time, and comfort.

Reflection

Scope to what you can test.

A smaller first version gave us something concrete to discuss. The next study should use explicit analysis tasks to guide a decision about further development.

In VR, the view is part of the interface.

Designing for VR made panel position part of the layout problem. I would evaluate reach, view obstruction, and comfort together in the next iteration.

Product demo

See the prototype in motion.

The original walkthrough shows CSV data plotted in VR, scene controls, and point inspection.