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Pricing
Product Management Design Question: VR pottery learning experience for Meta Reality Labs

Asked at Meta

15 mins

Youre a PM at Meta Reality Labs. Design a learning experience (e.g. pottery or welding in terms of fields).

Product Design Hard Member-only
User-Centered Design Feature Prioritization Market Analysis Virtual Reality EdTech Creative Arts
User Experience Product Design Meta Edtech VR Learning

Introduction

As a PM at Meta Reality Labs, designing a learning experience for pottery in virtual reality presents an exciting opportunity to leverage immersive technology for skill development. I'll approach this challenge by focusing on user needs, technical feasibility, and potential market impact. Let's dive into the details of creating an engaging and effective VR pottery learning experience.

Tip

Does this approach align with your expectations? I'm happy to adjust if needed.

Step 1

Clarify Questions (3 minutes)

  • Are we targeting a specific age group or skill level for this VR pottery experience?

  • Why: This helps tailor the learning curve and content complexity.
  • Hypothetical answer: Let's focus on beginners and intermediate learners, ages 16+.
  • Impact: We'll design for a broader audience, emphasizing intuitive controls and progressive skill development.
  • What VR hardware are we designing for? (e.g., Meta Quest 2, high-end PC VR)

  • Why: Hardware capabilities will influence the fidelity and features we can implement.
  • Hypothetical answer: Let's target Meta Quest 2 as our primary platform.
  • Impact: We'll optimize for standalone VR, balancing visual quality with performance.
  • Are there any specific pottery techniques or styles we should prioritize?

  • Why: This helps us focus on the most valuable content for our users.
  • Hypothetical answer: Let's start with wheel throwing and hand-building techniques.
  • Impact: We'll structure our lessons around these core techniques, expanding later if successful.
  • Should we incorporate any social or multiplayer elements?

  • Why: Social features can enhance engagement and learning through peer interaction.
  • Hypothetical answer: Yes, let's include basic social features like sharing creations and optional multiplayer lessons.
  • Impact: We'll need to design both solo and collaborative learning experiences.

Propose the Goal

Given Meta's focus on creating immersive social experiences, I believe our goal should be to develop a VR pottery learning platform that offers engaging, hands-on tutorials while fostering a community of virtual potters. Does this align with your vision?

Define the Scope

For this product design challenge, let's focus on creating an intuitive, interactive VR pottery studio with guided lessons for beginners and intermediate users. We'll prioritize wheel throwing and hand-building techniques, with social sharing features to build community engagement.

Based on our discussion, I'll assume we're designing for Meta Quest 2, targeting users 16 and older, with a mix of solo and social learning experiences.

Tip

I'll take a moment to organize my thoughts before moving on to the next step.

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