VIRTUAL GLOBE
Turn every opportunity into reality
My Role
​UX Researcher
UI & UX Designer
Timeline
4 months
Jan - May 2024
Tools
Paper & Pen
Figma
Optimal Workshop
Chat GPT

Problem Statement
Many people are deprived of the chance to experience the world’s wonders, build cultural connections, and gain educational insights due to physical disabilities, limited financial resources, or geographic constraints.

Background
Tourism is a social, cultural and economic phenomenon which entails the movement of people to countries or places outside their usual environment for personal or business/professional purposes, but has physical limitations and fails to take people's needs into account. For this reason, many disabled individuals and people who live in other countries do not have an opportunity to experience places in the world, due to which they are prevented from living and appreciating these experiences. To ensure that everyone can meet and experience different wonders we have come up with an idea of a virtual app.
Overview
The project aims to create a virtual reality experience app that provides accessible tours. Users will be able to tour different places in the world through booking exploring different places and booking onevirtual experiences designed to take into account the needs of people with physical limitations or who may not have access to travel due to personal issues.
Target Audience
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Disabled People
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Students & Teachers (virtual school trip)
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People who cannot afford Flights & Staying
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Old people
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Travel enthusiasts who would like to check out the places before planningtheir trips.
Research Objectives
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Understand the needs, preferences, and behaviours of targeted users.
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Identify the challenges faced by them.
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Examine the existing gaps and opportunities
My Design Process


Secondary Data Insights
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Market Size:
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In 2023, the global virtual tourism market was valued at approximately $10.52 billion.
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It is expected to grow to $12.38 billion in 2024, representing a 17.7% compound annual growth rate (CAGR)​.
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Growth Projections:
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The market is projected to reach about $23.9 billion by 2028, maintaining a CAGR of 17.9% due to increasing adoption of 5G, AI-driven virtual experiences, and advanced VR and AR technologies.​
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Regional Insights:
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North America holds the largest market share as of 2023.
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The Asia-Pacific region is expected to see substantial growth, driven by rising mobile and internet penetration rates.​
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Sector Distribution:
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Major virtual tourism applications include travel and tourism, real estate, and education.
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Growth in real estate has been significant, leveraging VR tours to help remote clients explore properties, especially in luxury and commercial sectors​
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Key Technologies:
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3D imaging, VR, AR, and AI are among the top technologies driving the market.
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The development of more affordable VR devices has also been noted as a significant contributor to broader adoption rates.
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Growth in Social Features for Virtual Experiences: About 62% of virtual tourism users prefer platforms that include social features such as live interaction, shared experiences, or cultural exchanges, indicating the importance of social engagement as part of the virtual experience​.
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Behavioural Insights Utilisation: Platforms that utilise behavioural data see an engagement increase of 28% on average, as users respond positively to designs that align with their interaction patterns and preferences.​​
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Cross-cultural Market Demand: Approximately 45% of users in APAC regions and 38% in North America express strong interest in virtual experiences that allow for cross-cultural interaction, highlighting the global relevance of social and cultural integration in virtual tourism
Quantitative Research Insights (Through survey)
User Preferences
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71% of users prefer platforms offering authentic cultural experiences.
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62% of users want social features, such as live interactions with guides or shared group tours.
Barriers to Physical Travel
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15% of respondents cited mobility challenges as their primary barrier to physical travel.
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42% reported financial constraints as the key deterrent.
Technology Usage
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53% of virtual tourism users utilize VR headsets for a more immersive experience.
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Mobile devices account for 78% of user engagement in virtual tourism platforms due to accessibility.
Demographics
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35% of users are aged 25-34, indicating strong interest among Millennials.
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27% of users come from Asia-Pacific regions, with growth driven by high smartphone penetration.
Qualitative Research Insights (By empathizing people - interviews & focus groups)
Cultural Immersion Needs
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Many participants emphasized the importance of feeling connected to local traditions and narratives through locals & not guides or books.
Accessibility Challenges
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Respondents with mobility issues or financial constraints highlighted the barriers that prevent them from experiencing real-world travel.
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User : “Travel is expensive and physically challenging for me. If I could experience these places virtually, it would open up a world I’ve never seen.”
Social Interaction Expectations
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Social engagement emerged as a desired feature, with participants valuing shared experiences.
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User: "I’d love to join a virtual group tour where I could chat with others and ask a guide questions in real time.”
Preferred Features in Virtual Platforms
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Participants expressed interest in specific features, such as interactive elements, high-quality visuals, and options for personalized exploration.
Emotional and Educational Impact
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Respondents shared that virtual experiences could fulfill emotional desires to connect with distant or heritage cultures and provide educational value.
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Teacher: "I’d like to show my students the Pyramids of Egypt virtually—it’s a way to teach them history and geography in a fun way."
Persona




Journey Mapping
Scenario Mapping

Mental Model

Card Sorting


User Journey

Low - Fidelity Wireframes




Mid - Fidelity Wireframes




High - Fidelity Wireframes



Prototype
