For this assignment I created a virtual reality (VR) exhibition showcasing my design work. This was created using the emerging technology, web VR, the link to this can be found here: https://framevr.io/holpractice
This development log will be guiding you through the process of creating this production piece and will include a video showcasing the production piece, along with a presentation demonstrating the purpose, key concepts and the ideas that inspired it.
Ideas informed by research
When carrying out the initial research in the previous post I considered if the inclusion of 3D models could make web VR more immersive for the user. I explored possible elements that could be included; separate rooms created using stud walls, a layered room created using 3D models, 3D sculptures, and these were the basis for the start of the production piece. I created a detailed plan for the production piece based on research. To start the design and ensure the production piece could be created without faults I continued my research.
A main aspect of my plan was to create branding for my personal brand as a designer, Holly Pepper Design. To do this I delved into what current graphic designers and agencies have as their branding, keeping in mind that my aim was to be comparable but also to stand out. I noticed that a lot of the logos for the popular graphic designers and design agencies were purely typographical. May (2023) made an interesting point, when talking about the Wolff Olins fun rebrand, that many creative agencies are lacking creativity in their own branding. This inspired me to develop branding that wasn’t just a traditional font-based logo, I wanted to ensure creativity was included by using symbols or bespoke typography.

To start the design process, I explored what the purpose of Holly Pepper Design was, who the audience would be, what platforms may host the brand, selling products, word associations and more. Whilst my original proposal mentioned rebranding my crochet business, I thought to the future and what market I would like to move into. It felt important to delve into the potential of the business to understand what the tone the branding would need to be.






The outcome was to have the business as a platform that would showcase my design styles to potential employers like a portfolio, whilst also having a space for selling prints, cards, wrapping paper, crochet patterns and more direct to the consumer. From completing this exercise and carrying out research I had a clear direction for the branding.
The development for the brand identity came next which included mood boards, and a 4 x 4 brand matrix that reflects upon my personal aesthetic, the development can be seen below:



The typeface chosen and logo designed to represent Holly Pepper Design depicts the cheerful, imaginative, spirited, illustrative style that was mentioned in the word association, whilst also being bold and readable.
The colours chosen are vibrant, joyous, playful and communicate my style as a designer. According to Webster (2025) bright, popping palettes are a predicted illustration trend for 2026, while branding should be made to last and shouldn’t be created to follow trends, throughout my journey as a designer I have always leaned towards colourful palettes and would like for my own branding to reflect this. Neutral colours have also been included within the colour palette to ensure that professionalism can be conveyed.
The iconography within the logo is a playful representation of my eyes looking over the designs I will be working on. It communicates the friendly, easy to work with designer I aim to be and indicates that I am a creative thinker.
Now that the brand guidelines were established it was time to start creating work to include within Frame VR. Based on the idea of having prints for sale, I researched companies that have been successful in this field, such as Twisted Rebel, Proper Good and PSTR Studio. One of my favourite shops in Hull is called Form, they sell prints made by local artists and one of my aspirations is to have prints in their shop.



Between Form and the print companies I had looked at I felt inspired to create a collection of typographical posters that included Hull slang phrases.











These prints were designed to be a part of the museum style exhibition made for Frame VR and would act as a portfolio of work for potential employers and a showcase of prints that are available to purchase for potential customers. In addition, this exhibit would be an educational experience for users that do not live in Hull, initially I had included the poster rooms into the exhibition space on their own, however, when researching the use of VR within the museum sector I discovered an article by Sylaiou et al. (2024) that reminded me that “XR technologies are used to deploy and present digital art exhibitions, providing viewers with interactive and immersive experiences.” I realised at this point that I had not yet created an interactive space and had the idea to include audio files into Frame VR of the phrases on the posters being read aloud, in addition I introduced to the space wall labels that would educate the user as to what each phrase meant.
In addition to the exhibition, I aimed to create a meditative area for the user of Frame VR, as an interactive space that encouraged the user to just be present and re-ground themselves. I asked friends and family what they found relaxing and the most common answer was water, nature and walking. This inspired me to have the relaxation area as a woodland walk. I also investigated meditative techniques and phrases which was the inspiration for the signposts.
Managing the project
To manage this project and deliver the desired results within the time scale I utilised multiple planning and design methods including the agile method, KANBAN and the double diamond design process. During the previous part of this module, I created a step-by-step plan using Trello, which included weekly deadlines. Due to external circumstances the planned dates were not achieved however a part of the agile approach is to have flexibility and though the initial deadlines weren’t met, I still ensured the steps were carried out to complete the project by the final deadline.

Using Trello allowed me to keep a track of this project and played a key part in ensuring every step was carried out. Within the Trello board I had included a check box for user feedback, which is a step I carried out, and this allowed me to gain valuable comments that improved the user experience (UX). An example of this was when developing my Frame VR environment, I had been solely focusing on the user interface (UI) of a desktop and the feedback received was about the layout for mobile phone interface. This allowed me to amend the space to make it compatible on both larger and smaller screens.
Software proficiencies
The first task on my Trello board was early exploration of uploading Maya 3D assets into Frame VR, however when researching how 3D assets can be brought into this Frmae VR, glTF models were said to be the easiest file type to work with. To be able to save Maya models as glTF files an add on was required, however Blender had the option of easily exporting glTF files. The decision was made to create the assets for the Frame VR space in Blender, though this was a software I had not previously used there were ample tutorials online to learn from.
Based on my plan, the first design to be created in Blender was a 3D typographical ‘welcome’ sculpture. I used Blender to create the sculpture, using the colours and fonts from the brand guidelines and imported the sculpture in to Frame VR.
I used Blender to create the separate rooms for my design work to be displayed in, each being a complimentary colour to the poster designs. These were created using a low polygon count and minimal textures to meet the requirements of introducing 3D assets into Frame VR.

When creating the relaxation area, I brought in a 3D model from Blender for the flooring to make it look like water and created stepping stones, also in Blender, again bearing in mind the advice from Frame VR I made sure to keep polygons and textures to a minimum. To create the woodland trees and signage I used Procreate to create the illustrations which were saved as TIFs (to ensure high-quality), brought them into Blender as images as mesh planes and exported them as glTFs without making any adjustments to texture, meaning these are essentially 2D assets, which reduced the file sizes for Frame VR.
Despite following the advice given by Frame VR, when entering the environment, it was slow to load when using my laptop (it isn’t a high-performance device), I think the reason for this is due to having thirty-two 3D assets imported into the environment as well as audio files and images.

Due to this lag when opening the environment, I included the question “did the site take a while to load?” in my user feedback survey and 100% of the responses received was no. Leading me to believe that the slow loading time was due to my laptop’s capabilities.
Ethical Considerations
My initial ethical considerations from the research phase included:
| Type of issue | Concern from previous post | Resolution |
| Community spaces | “With Frame VR being a space open to the public, different users can enter my proposed exhibition, could people exploit this by making comments in the chat, through the microphone or with webcam use?” | To combat this possibility, I disabled mic activity when users connect and disabled text and private chats. A possible issue with disabling these forms of communication is if a group of people are within the space they now don’t have a form of communication. |
| Addiction and overuse | “Include a prompt for users to take a break if they need to.” | Rather than including a prompt to take a break, in the final room of the environment I included and goodbye and thank you for coming to communicate to users that it is time to leave the space. |
| Psychological impact | “I like bright colours, but certain users might find this draining, maybe consider having the reflective spaces as calm areas with less colour? Possibly a mindfulness area, with designs that prompt breathing and audio that’s calming.” | The relaxation area was created using colours that would be found in nature, according to the Mental Health Foundation (2021) “Nature is an important need for many and vital in keeping us emotionally, psychologically and physically healthy.” Incorporating these colours and illustrations of nature will hopefully lead to the users exiting the web VR space feeling more emotionally balanced. |
Additional considerations that were made was choosing web VR as the emerging technology, this form of extended reality (XR) is affordable and accessible to a wide audience, you don’t need an expensive headset to access this space.
Another benefit to the use of web VR is the prevention of eye strain, MDN (2026) state that “using VR apps for any extended period of time can lead to eye strain” however using a web VR on a desktop or mobile will help reduce eye strain and due to the user being prompted to leave the area once they have seen the whole exhibit should reduce the time spent in the space.
Forward thinking
When starting this project my main aim was to create a Frame VR area that was more immersive than case study examples. I wanted for the space to be both immersive and mindful of the user experience. I feel that the outcome of this project was successful in meeting my aims.
When considering carrying out further work in this field, I would consider having a more serious exhibition that communicates political and environmental messages. Art is a form of expression, and it is important that it is used to raise awareness and show injustice. If creating a new VR space that challenges political opinions, I would have to consider user experience, but it is important that we have freedom of expression in a time when it seems to be becoming more difficult. According to HQ Software (2026), education and entertainment are a couple of the key sectors utilizing VR so this would be in keeping with current trends.
Production Piece (unnarrated)
Narrated Production Video
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