MelloMind is a VR meditation product developed under EsVedra—a global wellness platform delivering science-backed, locally driven experiences. In collaboration with ISM Creative, I joined as an XR designer and later became the lead product designer, guiding the project through research, prototyping, and interface design.
We aimed to create immersive, accessible, and intuitive meditation sessions for corporate users, accessible through VR headsets.
Key contribuntions:
Raise in seed valuation
Sessions of usability testing
Increased system usability scale Score
ISM began with a pilot research phase to explore VR meditation, resulting in a testable prototype before I joined as the VR designer. Early usability testing provided key insights that shaped our design direction. Building on those findings and considering VR constraints, we moved into a competitive audit to identify gaps and opportunities in the market.
ISM and EsVedra collaboratively decided on designing new VR scenes with a different look. We picked themes and moods for these immersive spaces, creating various concepts based on XR research. After discussions with the team to decide on the experience for each scene, including the environment, storyboards, and architecture, we moved on to 3D design and developed them for initial VR testing.
After the initial testing, we fine-tuned the experience and 3D design. We brought the 3D spaces into the Unreal game engine, incorporated environmental sounds and motions. Different videos were created as a mock-up of the experience and were shared with EsVedra for additional feedback. With all the feedback in hand, we made further technical refinements before passing the designs on to the development team.
Following the XR design phase, I took on the role of lead product designer in the project. Given my experience in designing VR scenes, I worked with the team to polish the product’s end-to-end experience and establish a cohesive design language. We kept iterating, guided by insights from our first usability test and feedback from the design review.
The initial menu UI (created by the previous design team)
Usability testing feedback + our design review notes for the first UI
We used insights from our first usability test to shape our next design steps. I planned and organized a second round of testing using a mid-fidelity prototype based on our initial user flow. Our goal was to get feedback on the new VR maps, understand what users liked or struggled with, and improve the overall flow before finalizing the design.
Usability Testing for the second UI (Mid-fi prototype)
Usability testing feedback from the second UI
To find solutions that truly mattered to users, we analyzed how competitors tackled similar design challenges. We organized hands-on sessions where team members explored competitor products using VR headsets to gain deeper insights.
User feedback and competitor analysis helped us spot gaps in the user flow that we had initially missed. Around this time, EsVedra introduced the product’s new name, “MelloMind.” As we moved into final UI design, we refined and improved the user flow accordingly.
In-depth user research and multiple rounds of usability testing helped us uncover key challenges and identify the most effective solutions.
Challenge 1
Solutions
Challenge 2
Solutions
Challenge 3
Solutions
Challenge 4
Solutions
Developer Walkthrough: Feature & UX Improvements
This project combined my industrial design background with product design skills and deepened my understanding of VR’s unique challenges. Unlike mobile or desktop platforms, VR required greater sensitivity to space, motion and hardware limitations—pushing me to adapt my design thinking.
A major lesson was learning to detach from early ideas. Letting go of assumptions led to clearer user insights and a more focused product vision. Iterative testing revealed gaps between intention and real user behavior, requiring us to pivot and refine.