Business Problem
My Role
Final Outcome
" VR/AR led Immersive experience during Customer Acquisition - We showcased a low fidelity demo of this with the art of the possible with apple vision. Thanks to the below fantastic team from the UX studio for coming together to delight our clients. "
-Business Partner
" Thanks a ton for all your support in creating the VR PoC for the Client visit at such short notice. It was extremely well received and was definitely one the high points of the visit. They clearly appreciated the fact that we were able to demo a use case that was so very apt and relevant to their business. "
-Client Experience Leader
It's 2022 and the metaverse is real!
In 2021 when Facebook decided to rename itself to Meta and we were all still coming out of the pandemic with uncertainty. It felt for a hot minute that having virtual interactions as our general way of communication might become a reality. Everyone wanted a piece of that pie and it saw the emergence of numerous platforms promising that experience.
Return to office "Virtually"
In 2022, when IBM formed an internal squad of diffrent SME's to explore what we can build as an immersive experience, the first thing I worked on was rebuilding the Bengaluru IBM Design studio in the Metaverse. Since return to office had just started, there weren't many people in the office and the idea was to have a virtual space where people can interact with each other.

One of the main spaces for client workshops was "Karyalaya" within the studio. My task was to recreate that space virtually with the intent of hosting Enterprise Design thinking workshops for new joiners and client.
The space became a template and was used for multiple events of this nature.

Banking in the Metaverse
User Flow in 3d spaces
Building 3D spaces always began with designing a clear user journey—an essential step I followed with every new client. This started with a Navigation Map, a blueprint that outlined how users would explore the environment. It often began as a 2D floor plan or evolved into a basic 3D blockout using simple geometry.

The process of creating information architecture for immersive spaces involved breaking down the content into a clear hierarchy, defining user flow, and organizing spatial zones accordingly. This exercise was often done with the client using sticky notes on a collaborative tool like Mural.

There were various interactions like —hotspots, transitions, and contextual elements—within the space to guide users naturally from one section to the next. The result was a structured, engaging experience that transformed static information into an exploratory journey, making complex content feel intuitive and dynamic.
Nobody wants to read a PDF
Another interesting project came through an automobile client. They had an annual report detailing their year’s work in collaboration with IBM. As these PDFs are often lengthy and technical, the client wanted to transform it into an immersive experience for stakeholders to explore more interactively.
I began planning with their team and proposed the idea of a six-floor virtual building, with the floors inspired by elements of the company’s logo. Each level represented a different section of the report. A central elevator connected all floors, with side ramps providing an additional way to navigate the space.

Metaverse? Immersive Experiences? Spatial Computing?
Regardless of the marketing terms or rebrands, immersive experiences as a concept are here to stay. Every day, we’re witnessing significant progress in this space. For me personally, it was the catalyst that opened doors to senior leadership within organizations and led to some incredibly insightful business conversations.
While the technology is still in its nascent stage, the possibilities are undeniable. We may not yet be fully immersed in virtual environments, but mixed reality is already reshaping how we think about user experience design and human-computer interaction.
From a business standpoint, the momentum is clear. According to recent market reports, the global augmented reality (AR) and virtual reality (VR) market is projected to grow from $38.5 billion in 2025 to over $115 billion by 2029.