Concept A
AI-facilitated active collaboration
- Automatic group matching
- Structured prompts
- Guided discussion flow
ZENITH VR · INTERACTION DESIGN · 2026
An AI-supported VR collaboration environment designed to move remote meetings from passive attendance to balanced participation.
Would a conversation starter help?
ROLE
Concept, research, and interaction design within a four-person team.
TIMELINE
MS HCI core course · Interaction Design Practices
TYPE
Research-led VR concept · Not shipped
OUTPUT
Unity · Meta Quest / Quest Pro
THE PREMISE
Zenith VR explored a different role for AI in meetings: not a constant co-pilot, but a quiet facilitator that protects space for people to enter the conversation. The design challenge was less about making AI capable—and more about making its presence understandable, optional, and restrained.
01 / PROBLEM
The team focused on higher-education collaboration, where students described awkward silence, uneven participation, and interactions that felt formal instead of human.
Screen-mediated interaction makes it easier to disengage and harder to read the room.
A few voices can dominate while quieter participants lose a low-pressure way in.
Natural pauses feel awkward online, and the pressure to restart the conversation grows.
Core insightParticipation does not happen automatically in digital environments.It must be actively supported.
02 / EVIDENCE
Undergraduate and graduate students described post-class isolation, forced online study sessions, and difficulty staying engaged. Literature on group facilitation reinforced the same pattern.
“Zoom study sessions felt forced and quiet.”
Recurring interview theme“People drift off or stop participating.”
Recurring interview theme03 / DESIGN DIRECTION
Two concepts framed the decision: an active system that organized interaction, and a quieter environment where conversation could emerge gradually.
Concept A
Selected direction
Belonging in the room comes before asking someone to perform.
A visible toggle keeps facilitation under participant control.
The assistant creates an opening, then gets out of the way.
A circular room makes every participant visible by default.
04 / OUTCOME PREVIEW
The prototype uses a simple lobby, a circular shared room, optional AI assistance, and a lightweight handoff at the end.
Orient, learn the controls, and join without interrupting the room.
See everyone equally and participate through voice, gesture, or proximity.
Turn support on explicitly instead of being monitored by default.
Receive one timely prompt or a lightweight discussion summary.
Exit with key points and accountability, not another screen to manage.
What would make this idea easier for a first-time participant?
05 / PROTOTYPE
The spatial environment was built in Unity for the Meta Quest ecosystem. The moderator used a Wizard-of-Oz setup, allowing the team to manually trigger assistance and test the interaction without claiming a live LLM.
Spatial lobby and shared circular room with headset navigation.
Joystick locomotion, embodied presence, and controller-based interaction.
Multiple input paths explored for different levels of comfort and speed.
Prompts were manually triggered to evaluate timing, usefulness, and trust before engineering automation.
This was not a live autonomous AI product. It was a functional interaction prototype built to answer when facilitation helps—and when it becomes interference.
06 / VALIDATION
Two people tested in headset and two reviewed a guided remote walkthrough. The mixed method captured embodied friction and broader conceptual feedback, while remaining directional because each mode exposed evaluators to a different experience.
Enter the lobby, orient to the space, and learn joystick movement.
First-impression usabilityExperience AI prompts during silence and assess whether they support or disrupt flow.
Timing + social presenceCollaborate in the shared workspace and capture ideas using the available input methods.
Discoverability + input friction07 / FINDINGS
Participants valued the immersion and equal visibility. The critical problem was the AI moderator’s timing and transparency.
Prompts sometimes arrived during natural pauses. Evaluators could not tell why the assistant had intervened.
Joystick navigation and the virtual keyboard increased the cost of participation for first-time users.
Collaboration tools existed, but some were not discoverable without guidance.
Immersion and social presence
Circular layout and equal visibility
Balanced participation when timing worked
A more enjoyable collaboration experience
Four evaluators is a small sample, and remote participants could not assess motor comfort or headset navigation. A larger, all-in-headset study would be needed before making outcome claims.
08 / REFLECTION
The prototype did not prove that AI should run meetings. It showed a more useful design question: how might AI create openings for people without becoming another voice competing for attention?
Concept, interaction design, prototyping, and evaluation were collaborative. This case study uses “we” for team outcomes and does not claim sole authorship.
01Joel Akinde
02Shashank KatariyaPortfolio author
03Cory Savin
04Kiersten Foulk
01Comfort without clarity becomes hesitation.
02An AI intervention needs a reason people can understand.
03Prototype the social consequence before automating the system.
The next version would focus less on adding features and more on tuning the moments that already define the experience.
Prompt less. Explain more. Make participation feel safe.NEXT CASE STUDY