Mango tree in VR environment
XR Design • Usability Engineering

aam

A VR experience that puts the harvest back in your hands. Designed for the city person with no tree.

RoleSolo Designer
CourseUsability Engineering, IIT Jodhpur
Duration3 Weeks • 2025
PlatformMeta Quest 3 (hand tracking)
ToolsUnreal Engine 5 • Figma
The Problem

Not about the fruit. About the feeling of waiting for it.

For many who grew up near a fruit tree, mango season was a daily routine: check the tree, note the colour, decide it needs one more day. Anticipation building slowly until plucking felt earned. For most urban Indians, that relationship is gone. The mango arrives pre-sorted in a supermarket net bag. The ritual is not part of the transaction.

Aam asks whether VR can reconstruct the feeling of tending toward a tree, not just the visual presence of one. The goal is not to simulate eating a mango. It is to simulate having a tree to return to.

aam
Hindi: noun

Mango. The most culturally embedded fruit in the Indian subcontinent, referenced in the Vedas and in Mughal court poetry alike.

Hindi: adjective

Ordinary. Common. As in aam aadmi, the common person. This experience is built for the city person with no garden.

Design Philosophy

Three principles. Used as constraints, not decoration.

These three principles from Japanese aesthetics were applied as hard constraints on every environment and interaction decision. The logic is the same as Zen gardens and bonsai: the act of tending is the practice, not a means to an end.

Kanso
Simplicity

Every element earns its presence. If it does not serve the user's task, it does not exist in the scene.

One tree. One island. No score overlay on the world.
Shizen
Naturalness

The environment should feel unhurried and organically placed. No game-UI chrome bleeding into the world.

Teleportation over free movement. No menu overlays mid-scene.
Ma / Yohaku
Intentional empty space

Empty space is not a failure to fill. It is the reason the tree reads as the focal point.

Sparse scene. Wide dome. Silence as a design choice.

Research backing

Building the World

Environment design in Unreal Engine 5

Environment model plan
UE5 environment screenshots
Ideation

Sketches & early concepts

Initial ideation sketches
Interaction ideation sketches
Interaction Design

No controllers. Gestures that feel like memory.

Hand tracking on Meta Quest 3. All gestures within a natural arm arc, no raised arms, no overhead reach.

Forefinger tap

Select. Mirrors the physical click, the most universal learned action

Forefinger hold

Pluck / harvest. Sustained grip signals sustained intention, prevents accidental harvest

Middle finger tap

Cancel / deselect. Fast one-handed escape without navigating a menu

Wrist rotation

Reverse time / undo. Mime winding a watch dial and the world rewinds. Mangoes return to branches.


Iteration 1
First Build

The pole mechanic, and why it failed.

The first iteration established the dome, island, and tree. The harvest mechanic used a physical pole, accurate to how mangoes are harvested in India (a long bamboo pole with a cloth bag at the end). Authentic on paper.

Iteration 1 user flow
Initial Entry Door
Initial Entry Door
Indoor Orientation
Indoor Orientation
Mango Tree View
Mango Tree View
Pole Harvesting Mechanic
Pole Harvesting Mechanic
Raycast Selection
Raycast Selection
Interaction Instructions
Interaction Instructions
Pilot Study

Screen-based Figma prototype using UE5 captures, a recognised method for surfacing spatial usability issues without a native VR build. Participants were given context and tasked with plucking a mango and returning to the Home Room. Real-world interactions do not transfer 1:1 to VR: the pole's weight, haptics, and spatial anchoring that make it intuitive in reality are absent in virtual space.

Pole mechanic was immediately confusing, did not behave as expected from the gesture or visual feedback.

No exit, undo, or home option anywhere. Users felt locked in.

Selection → zoom → cancel flow was broken and unrecoverable without assistance.

Several interactions were never discovered, completely invisible to a first-time user.

Spatial path from entry to tree added confusion rather than orientation.


Iteration 2
The Rebuild

Rebuilt from the pilot findings up.

Pole mechanic removed. Interaction model rebuilt around direct forefinger hold.A Home Room added as a threshold space before the tree dome, designed to prime anticipation before the experience begins. Teleportation anchors path-ordered. Selection and cancel flow rebuilt with explicit visual state cues.

Iteration 2 environment model
Iteration 2 user flow

Figma prototype screens (23 screens), built from UE5 environment captures to simulate the spatial layout for usability testing:

Home Room
Home Room
Diagetic Instructions
Diagetic Instructions
Ray towards door
Ray towards door
Opening door
Opening door
Teleportation anchors
Teleportation anchors
Snapping ray casts
Snapping ray casts
Examining ripeness
Examining ripeness
Plucking mango
Plucking mango
Mango falling into basket
Mango falling into basket
Undo time reverse
Undo time reverse
Heuristic Evaluation

Three evaluators. Six heuristics with findings.

Three evaluators tested the Iteration 2 prototype independently against Nielsen's 10 Usability Heuristics.

21. Visibility of System StatusDetails
Persistent indicators needed throughout.
22. Match Between System and Real WorldDetails
Interaction metaphors need strengthening.
33. User Control and Freedom (Critical)Details
Major gap. No escape from unwanted states.
14. Consistency and StandardsDetails
One inconsistency, isolated to onboarding.
15. Recognition Rather Than RecallDetails
Needs the plucking flow added.
16. Aesthetic and Minimalist DesignDetails
Core minimalism holds.
27. Error Prevention and RecoveryDetails
Errors need clearer prevention and recovery paths.
18. Help and DocumentationDetails
Acceptable baseline.

Iteration 3
Redesign

Every critical finding addressed.

Each Severity 3 and Severity 2 finding from the heuristic evaluation was directly resolved.

An unresolved tension

The streak counter was added to drive return engagement. The problem: it uses extrinsic motivation mechanics inside an experience designed for intrinsic calm. Self-Determination Theory identifies this as a structural conflict. Extrinsic rewards, particularly loss-aversion mechanics like streak counters, are known to undermine intrinsic motivation over time. In real life you return to a tree because the mango is ripening and you will eventually eat it. In VR the fruit cannot be eaten. Whether the process alone is enough to sustain return engagement, and what a non-gamified retention mechanic might look like, remains an open problem.

1. Visibility of System Status: Persistent HUD streak counter

Iteration 3
Iteration 3
Iteration 2
Iteration 2

2. Match Between System and Real World: Glide-to-basket animation

Glide to basket animation

3. User Control and Freedom: Persistent home button

Iteration 3
Iteration 3
Iteration 2
Iteration 2

4. Consistency and Standards: Non-diegetic instructions throughout

Iteration 3
Iteration 3
Iteration 2
Iteration 2

5. Recognition Rather Than Recall: Plucking added to onboarding + contextual hints

ITERATION 3: ONBOARDING CARD
Iteration 3 - Onboarding Card
ITERATION 3: CONTEXTUAL HINTS
Iteration 3 - Contextual Hints

6. Error Prevention: Ripeness indicator

Iteration 3
Iteration 3
Iteration 2
Iteration 2

Prototype Walkthrough

The final prototype, in motion.

Full walkthrough of the Iteration 3 prototype: Home Room entry through mango selection, harvest, and wrist-rotation undo. This is the version participants used in the usability questionnaire.

Usability Questionnaire

Directional signal. N=3.

5-statement Likert scale administered after the final prototype. N=3, academic sprint context. Treat as directional signal, not statistical validation.

StatementSignalWhat it means
I found this app calming and relaxingPositive2 Agree, 1 Neutral. Core intent landed
I was able to understand and use features easilyNeutral3 Neutral. Aligns with heuristic finding on discoverability
The interface felt simple and unclutteredNeutral3 Neutral. Onboarding clarity affecting perceived simplicity
Minimal design helped me stay focusedStrong1 Strongly Agree, 1 Agree, 1 Neutral. Kanso principle validated
Interactions felt easy to learn and intuitiveStrong1 Strongly Agree, 1 Agree, 1 Neutral. Gesture model working

Neutral ratings on ease-of-use and simplicity align directly with the heuristic findings. Discoverability and onboarding completeness are the gap, not the core interaction model.

Future Scope

Where this goes next.

Aam points toward a future where technology reconnects urban people to seasonal, embodied experiences they have lost access to.

01

Seasonal cycles

Trees that fruit and thin with the real-world calendar. Miss the season and you wait. Soft-decay streak tied to absence.

02

Audio & haptics pass

Leaf rustle, the specific sound of a stem snap, wrist buzz on successful pluck. A dedicated soundscape usability study for calmness without distraction.

03

Moveable basket

Users reposition the basket before plucking, restoring the real-world skill and intention of placement, the part the pole mechanic was trying to capture.

04

Tree care mechanics

Watering, monitoring, waiting. Expanding the emotional investment loop beyond a single harvesting session into something you return to.

Reflection

The course framing (Usability Engineering) pulled this project toward interaction mechanics and evaluation rigour. That was the right constraint. The gesture model tested well. The iterative redesign addressed every critical finding. As a usability study, it worked.

What it could not test was the thing it was actually trying to do: whether the ritual itself translates. The daily return, the slow accumulation of anticipation, the feeling of a harvest that was waited for. Those qualities require time and repetition that a three-week sprint with three participants cannot measure.

The deeper question

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