UX case study · VR training

Endure.

A virtual-reality survival trainer that lets people practice the skills they hope never to need: fire, shelter, navigation and first aid, with nothing at stake but a restart.

Nina Buruca-Nation · 2024–2025

Role
Solo UX researcher & designer, from interviews to high-fidelity prototype
Context
MFA in UI/UX Design · IXD-606 User Experience, Fall 2024; redesigned 2025
Deliverable
Game menu system: home, player setup and level select, prototyped in iPad frames
Methods
Interviews, competitive & heuristic review, personas, journey map, crazy eights, storyboard, paper & clickable prototypes

01Brief

Survival skills are learned by doing, and doing them for real is dangerous.

Starting a fire, building a shelter, finding your way out of unfamiliar terrain, clearing an airway: people rarely get to practice these before the moment they matter. Training in person takes time, instructors, travel and real risk. I wanted to know whether VR could close that gap.

Framing question

How might we

…design immersive VR experiences that equip people with essential survival skills for diverse and unpredictable real-world scenarios?

I came to design after 22 years in the U.S. Navy as an air traffic controller, a job built on rehearsing high-stakes decisions until they're automatic. That background shaped this project from the first sketch.

“I was always taught to train how you fight.”

02Discover

What people would need before they'd trust a headset to teach them.

I ran two rounds of research: a first round of interviews and a competitive review in 2024, then a second round of interviews and a heuristic review of professional VR training tools when I revisited the project in 2025.

Research questions

  1. Q1How can VR outperform traditional methods in teaching essential survival skills?
  2. Q2What unique advantages does VR offer for building survival readiness?
  3. Q3In what ways does immersion improve skill retention and decision-making in survival scenarios?
  4. Q4What cost-related barriers might keep you from accessing VR survival training?
  5. Q5How important is cultural representation in VR survival scenarios, and what would you like to see included?
  6. Q6What challenges do you face, or expect, when setting up and using VR hardware for training?

Interviews

Portrait of Eric Alvarez
It will definitely enhance training because there’s less risk than doing it in person. Additionally, the training would be more accessible.
Eric Alvarez
Portrait of Christopher Sarmiento
One thing that could be beneficial are the hand movements. They need to be realistic and similar to what you would be doing in a real-life scenario.
Christopher Sarmiento
Portrait of Angell Robinson
The price of these systems can create a barrier between users and the training program.
Angell Robinson

2025 follow-up interviews with Ronesha Nation (real estate broker) and Wendy Zuñiga (executive manager) echoed the first round: “Training feels safer in VR because there’s less real-world risk.”

Competitive review

Survival games are fun. Training tools are useful. Few are both.

In 2024 I mapped three survival games on a value-versus-effort matrix. In 2025 I added a heuristic review of two professional VR training platforms, to learn how serious training software handles guidance and errors.

HeuristicPIXO VR · workplace safety & first respondersETC Simulation · disaster & incident command
Recognition over recallMarketplace modules and visual menus let users browse and pick scenarios without memorizing them.Visual libraries, templates and scenario icons help users recognize functions quickly.
Aesthetic & minimalist designClear, functional interface keeps focus on the training content.Realism over minimalism: utilitarian screens with many instructor controls.
Help & documentationStrong onboarding, guides and compliance resources for trainers and learners.Instructor tools, training support and detailed documentation for complex scenarios.
Flexibility & efficiencyCustomizable modules fit different industries and skill levels.Instructors customize environments, variables and events; can overwhelm new users.
Error recoveryImmediate, actionable feedback turns mistakes into learning.Real-time feedback and replay show what went wrong and why.

Green Hell VR · Quest 2

Closest to my concept: jungle survival with crafting, health and hunger systems.

The Last of Us · PC

Strong storytelling and immersion, but survival is a backdrop, not a skill being taught.

Keep the Fire · Switch

Portable and approachable; basic tools, enemies and a defense system.

All three shared the same “easy wins”: navigation, status updates, assigned tasks, guides and how-tos. Secondary research (Survivorman VR, the American Red Cross lifeguard simulator, survival instructor Creek Stewart’s TEDx talk) confirmed that realistic scenarios are what make VR training stick.

What I learned

  1. Realism drives retentionHands-on, realistic simulations help people remember and respond better under stress.
  2. Safe to failVR is a safe, repeatable and cheaper alternative to traditional survival training.
  3. Cost and setup block accessExpensive equipment, limited space and a lack of trained instructors are the main barriers.
  4. Everyone should see themselvesParticipants asked for representation across languages, ages and user profiles.
  5. Skills fade without practiceContinuous training and onboarding prevent expertise walking out the door.

03Define

Two people at opposite ends of the same need.

A parent who wants her family ready for the outdoors, and a professional whose job depends on staying sharp. Designing for both kept the product from becoming either a toy or a simulator only experts could use.

Diana Martinez persona portrait (AI-generated)

Diana Martinez

Environmental scientist

34 · Austin, TX · married, two children

“I want my kids to love and respect nature as I do, but also to know how to stay safe in it.”

Needs

  • Affordable, accessible VR equipment
  • Flexible, family-friendly training at her own pace
  • Scenarios useful both personally and professionally

Frustrations

  • Limited time
  • High cost of equipment
  • Little cultural representation

Point of viewDiana needs flexible, self-paced, family-oriented survival training, because between family and work she has limited time to train.

Jason Caldwell persona portrait (AI-generated)

Jason Caldwell

Urban search & rescue specialist

29 · Denver, CO · single

“In every disaster, there’s a moment when the right choice can save a life. My mission is to be ready for that moment, every time.”

Needs

  • Responsive, immersive practice under stress, fatigue and low visibility
  • Realistic equipment, navigation and teamwork
  • After-action reports on his decisions

Frustrations

  • Laggy or inaccurate simulations
  • Few professional-grade VR options
  • Expensive hardware with heavy setup

Point of viewJason needs real-time collaborative VR simulations, because disaster missions involve unpredictable teamwork and practicing coordination under pressure can mean the difference between life and death.

Journey map

Bars show relative sentiment at each stage.

AwarenessConsiderationOnboardingEngagementReflection
Diana Sees an ad for “Family VR Survival Skills” on social media
Reads reviews, checks affordability
Downloads the app, sets up a family profile
Trains with her kids in the forest level
Shares results, feels more confident outdoors
Jason Hears about advanced VR rescue training from a colleague
Researches tech specs and realism
Tests a demo simulation for SAR missions
Completes a realistic mountain-rescue simulation
Uses feedback reports to improve teamwork

04Ideate

Eight ideas in eight minutes, and the one that made the rest believable.

A crazy-eights round produced the building blocks of the game: fire, navigation, shelter, a health tracker, tools, terrain levels, multiplayer and resources.

Eight hand-drawn concept sketches: fire, compass, shelter, health tracker, tools, levels, multiplayer, resources
Crazy eights · pencil on paper

Chosen concept · sketch 8, Resources

Showing people how to gather real resources (water, food, firewood) gives the game its credibility and makes the skills feel familiar once they’re outside.

Train how you fight.

Terrain levels, easiest to hardest

  • Forest
  • Desert
  • Rain forest
  • Mountains
  • Island

Scenarios

Anchor & climb

Jason uses current rigging to set an anchor, attach the rope and check it before climbing a cliff.

Outcome: he sets the anchor correctly and climbs safely.

Choking friend

A friend is choking. Jason assesses the situation and starts CPR.

Outcome: he clears the airway and keeps going until breathing returns.

Lost in the forest

Jason uses his compass and map to navigate back to safety.

Outcome: he reaches camp in time, proving his navigation skills.

Task flows

Diana starts a forest session

  1. Open app
  2. Players
  3. Choose profile
  4. Back
  5. Levels
  6. Forest
  7. Back
  8. Start

Jason finds his way out

  1. Open app
  2. Resources
  3. Compass & map
  4. Navigate to safety

Jason finds the right gear

  1. Open app
  2. Resources
  3. Search “rope”
  4. Select rope, complete task

Storyboard

Six-panel storyboard: Diana puts her children to bed, puts on a VR headset, chooses players, picks the forest level and starts the game
After the kids are asleep, Diana gets 30 quiet minutes. The menu has to get her into a session fast.

05Prototype

From pencil to a clickable menu in four passes.

I sketched the home and level screens, rebuilt them as greyscale wireframes for testing, then applied a visual identity drawn from a sunset over a mountain lake.

Hand-drawn wireframes of the home screen and level map
Wireframe sketches · “Selecting a level”
Greyscale mid-fidelity home screen with a tap marker on Players
Mid-fidelity wireframe, used for paper-prototype testing

Paper prototype testers

Three participants walked through Diana’s flow on the paper prototype.

Ronesha NationLamar TyusTeneisha Tyus

Mood & palette

Mood board of forests, deserts, beaches, mountains, maps and VR interfaces
Mood board · the five terrains, analog maps and VR interfaces
Bark#886255
Ember#DA8C66
Sand#EBDDC1
Moss#827864
Stone#665F5E
Clay#9F8370

Clickable prototype · 2024 · 0:24

Diana’s flow, end to end

From the headset home screen into Endure, then Players (one player, female, CPU), Levels (Forest) and back home to Start.

06Refine · 2025

A year later: fewer choices between Diana and the forest.

I came back to Endure with a second round of research and rebuilt the high-fidelity screens. The goal was a menu that is calmer, more readable in a headset and faster to get through.

2024

2024 home screen with six all-caps buttons and Back/Next

2025

2025 home screen: Levels, Players, Settings, Tutorials, Start around the compass rose

Home

  • Six options become five: Chats and Saved Games are gone, so Start stands out.
  • All-caps labels become title-case serif, easier to read at a distance.
  • Back and Next become round chevrons at the screen edges.

2024

2024 players grid: five players by gender and online or CPU

2025

2025 players screen: Add player and saved profiles BuilderBob, DragonSlayr, EagleEye4

Players

  • A 5 × 5 grid of toggles becomes a list of saved profiles.
  • Returning players pick themselves in one tap; new ones use Add player.

2024

2024 level map with five circular terrain buttons

2025

2025 levels screen: Mountains, Desert, Forest, Island

Levels

  • The bubble map becomes a single column that matches the Players screen.
  • Four terrains in this build; Rain Forest is set aside for now.

Getting in

iPad lock screen with Face ID
Face ID unlock
iPad home screen with the Endure app icon
Endure on the home screen
Endure splash screen with the compass rose
Splash

Components

Levels button in slate, steel and glacier tints

Every button ships in three tints of one hue, so interaction states read clearly without adding new colors. The 2025 palette pulls the slate, terracotta and cream straight from the compass-rose logo.

Slate#3B4D51
Steel#729DA2
Glacier#9ACBD0
Sage#A9AC99
Terracotta#DD8A5E
Cream#F5E5C3

07Reflect

Simplicity is a survival skill too.

This project taught me how to turn research into a concept that balances clarity, meaning and visual harmony. The biggest lesson came from the redesign: every option I removed brought people closer to the thing they came to do.

Colors and shapes carry a lot of emotional weight. The compass rose became the whole identity, from the app icon to the button palette, because it says “find your way” before anyone reads a word.

Next steps

  • Test the 2025 flowRun Diana’s task with new participants and compare time-to-Start against 2024.
  • Design the Resources screensBuild Jason’s compass, map and gear-search flows in high fidelity.
  • Add motion and feedbackExplore interactive elements and after-action reports inside the headset.
  • Test across platformsSee how the navigation-themed visuals hold up on different headsets and screens.