Ryan Walker · ReadySet case study
Ryan Walker

VR RETAIL RESEARCH

Build it on a screen, walk it in VR

At ReadySet, brands test new shelf layouts, called planograms, with real shoppers inside a virtual store. As the company's only designer, I designed the whole suite: the tools to build a store on a computer and the controls to walk through it in a headset.

In-headset view with the Fixture Library panel floating in the aisle

Outcome

  • Designed the Planogram Builder from scratch. ReadySet launched it after I left.
  • Brought shelf building to the desktop, so anyone could build planograms on a computer, not just people with a headset
  • Unified four products into one suite with one design system across VR, desktop and web
  • Redesigned the VR controls as a contextual system: it works in either hand and on any headset, scales as features are added, and is far easier to teach first-time users

Behind the work

Role
Senior Product Designer, a design department of one, reporting to the VP of Experience
Team
4 Unity developers and 1 front-end developer
Timeline
Jan 2021 – Apr 2023
Platforms
VR headsets, desktop app, web
Status
Planogram Builder launched after I left

One shelf test, four tools

A brand picks products from a library of 25K+ 3D models, lays out the shelf, sets up the study, then runs it with shoppers in VR or online. I designed or redesigned all four tools. The hard part: the same product had to work on a screen with a mouse and inside a headset with your hands.

Brands pick products, lay out the shelf, set up the study and run it in VR or online. I designed all four tools, for both a mouse and a headset.

Bringing shelf building to the desktop

Planograms used to be built by hand inside a VR headset, by ReadySet staff or clients set up with one, and most clients don't own a headset. Most studies were A/B tests, so a project often needed several very similar planograms.

Planograms were built by hand in a VR headset, and most clients don't own one.

I designed the Planogram Builder from scratch so clients and brand managers could build their own on a computer, while the headset stayed an option for anyone who wanted it. Before drawing screens, I mapped six use cases. Each ends in a planogram being tested or presented, and there are only two ways in: fix one a client sends over, or build a new one.

I designed the Planogram Builder so clients could build their own on a computer, starting from six use cases with only two ways in.

WAYS IN
ENDS IN
EXISTING PLANOGRAMFix one a client sends over
01Open the old JDA file
02Check for discrepancies
03Fix discrepancies
04Add, delete and arrange products, gondolas and shelves
NEW PLANOGRAMBuild a new one
01Create a new cell
02Pick the gondola size
03Add, delete and arrange products
Export
TestOpen in ReadySet VR and run the study
PresentOpen in location setup, then Presenter mode
Both paths meet in the same workspace ↑

Early layouts lost too much space to a full nav on one side and a panel on the other. The final design gives the shelf as much room as possible: a slim vertical nav opens each panel and closes for a full-screen workspace, with room to add panels later. An Errors tab for fixing imported files was designed as the next step after the MVP.

The final design gives the shelf as much room as possible, with a slim nav that opens each panel.

App nav removed for a wider canvas, tabbed right panel App nav and a single right panel with button tabs Single right panel with a tab bar and a collapse arrow App nav plus a panel on each side of the shelf A slim vertical icon nav that opens each panel Final Planogram Builder design: a full shelf of products with the Products panel open beside a slim vertical icon nav MVP Planogram Builder: two gondolas with stocked shelves and the Product Search panel open
What really impressed me most was Ryan's ability to think through a problem while focusing on the business goals and user needs and provide multiple solutions.
Amy Kucksdorf, VP of Experience at ReadySet

If you see an action, you can do an action

ReadySet VR had outgrown its controls. Users, including the salespeople who used it every day, said there was too much to learn. Every button did one thing, and we were running out of buttons for the features we planned. And as we added headsets, the old button map stopped making sense on other controllers.

Users said VR had too much to learn, we were running out of buttons, and the button map didn't fit new headsets.

I redesigned the controls around five goals: ambidextrous, easy to teach remotely, headset agnostic, contextual and scalable. Three new concepts carried it:

  1. 1Laser tag. Point at a button or object and its label appears on the controller, so labels can come off the interface.
  2. 2Quick menu. The laser is on one hand; tools like Supersize, Screenshot and 360° Photo sit on the other.
  3. 3Contextual options. Point at a product and its options appear around it: duplicate, backfill, stack, widen, squeeze, delete.
Laser tag: a Vive controller casting a purple laser pointer
Laser tag
Quick menu: the laser hand points at 360° photo, supersize and screenshot tools above the other controller, labeled “Screen Shot”
Quick menu
Contextual options: a selected cracker box on the shelf with backfill, stack, delete, duplicate, widen and squeeze buttons around it, labeled “Duplicate” on the controller
Contextual options

The controls people already knew, like teleport, grab and save, stayed exactly where they were, and now they work on both controllers instead of just one. The new layer sits on top, so no one had to relearn anything.

Familiar controls stayed put and now work on both controllers, so no one had to relearn anything.

BEFORETwo maps to learn8 buttons, different in each hand
LEFT HAND
1234
  1. 1Save menu
  2. 2Teleport
  3. 3Product menu
  4. 4Toggle hints
RIGHT HAND
5678
  1. 5Screenshot
  2. 6Backfill, delete, resize, squeeze
  3. 7Supersize
  4. 8Interact
AFTEROne map, either hand4 buttons. The rest appear in context.
1234
  1. 1Menu buttonSave
  2. 2TrackpadTeleport
  3. 3GripOpen the menu
  4. 4TriggerGrab, select, interact: backfill, delete, resize, squeeze, widen, duplicate, stack

One design system, from screen to headset

One system covered color, type, components, iconography, information architecture, layout and navigation across every product. The Fixture Library you open in VR uses the same panels, tabs and product cards as the desktop library. I tested every component in the headset, because reading in VR is different: text and icons have to be bigger, but not so big they crowd the view.

One system across screen and headset, with every component tested in VR so it stays legible.

Desktop Product Library with the same panels, filters and product cards Fixture Library panel in VR

The rest of the suite

25K+ 3D products
Setting up a study
A heatmap of where shoppers looked
A shopper's view during a study
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Takeaways

  • Context beats more controls. Showing options only where they apply is progressive disclosure, my favorite tool for simplifying a complex interaction. Show options only where they apply.
  • Icons read better than words in VR. An icon says at a glance what a label takes many words to explain, so I leaned into iconography across the suite. An icon says at a glance what a label takes many words to explain.
  • Know how much your users will learn. ReadySet's power users used the tools every day, so I could explain less and keep the interface lean.
← All work