Designing UI for a training system that watches where you look.
As sole UI designer at a VR training startup, owned the full design process for QIVX — a next-generation immersive pilot training system — including a novel gaze-tracking interaction layer used for behavioral analysis of trainees.
Traditional simulator training doesn't scale.
Quantum Interface was a VR training startup building immersive pilot training experiences intended to replace or supplement traditional flight simulator training with scalable, VR-based instruction. As the sole UI designer, ownership spanned the entire process — there was no larger design team to divide the work across.
Full ownership, start to finish.
Owned user flows, wireframes, mockups, and usability testing end to end, alongside two more technically novel pieces of work: 360° video hotspot interaction design, and a gaze-tracking UX layer that enabled instructors to analyze trainee behavior during lessons.
From flow to full immersive interaction.
User flows and wireframes
Established the core training flow structure — onboarding, lesson sequencing, and assessment — before moving into immersive-specific interaction design.
360° hotspot interaction design
Designed interactive hotspots within 360° training video, allowing multiple media types to be layered into a single immersive scene rather than treating 360° video as passive playback.
Gaze-tracking UX
Designed the interaction layer for gaze-tracking technology, translating raw eye-tracking data into a system instructors could use to understand where trainees looked, and when, during a lesson — a genuinely rare intersection of UX design and behavioral data capture.
Usability testing
Ran usability testing across the design as it developed, validating flows and interaction patterns directly rather than relying on a separate research function.
Product screens, gaze-tracking visualizations, and detailed outcomes from this engagement are under NDA and can't be shown publicly. Happy to walk through specifics in conversation.
Most UI design optimizes for what a user clicks. This project required designing for a second, invisible layer of interaction — where attention itself became data the instructor could act on. Combined with sole ownership of the entire design process at an early-stage startup, this project shows range: from 0→1 product definition to a technically novel interaction pattern most designers never get the chance to work on.