Design Immersive Worlds That Feel Real

Most people think AR and VR are just tech buzzwords. But there's something deeper happening here. We're teaching designers how to build experiences that actually make sense to users—spaces where interactions feel intuitive, not confusing.

Explore the Program
18 Weeks Duration
12 Projects Built
8 Industry Experts
Student working on AR/VR design prototype with headset and design tools
Interactive VR environment design session showing spatial planning

Why Spatial Design Isn't Like Screen Design

Here's what trips up most designers moving into AR/VR: they try applying flat-screen rules to three-dimensional spaces. It doesn't work. When someone can look around in 360 degrees, you're not designing a page anymore—you're designing an environment.

We focus on the fundamentals that actually matter. How do people navigate when there's no obvious "forward"? What happens when they can interact with objects using their hands instead of clicking? These aren't abstract questions—they're the daily challenges our students learn to solve.

  • Building comfort zones in virtual spaces so users don't feel disoriented
  • Creating interaction patterns that work with natural human movement
  • Testing designs with actual users wearing headsets, not just on screens
  • Understanding motion sickness triggers and how to avoid them

Three Phases That Build on Each Other

Foundation Work

You'll start by getting comfortable with spatial thinking. Most people need time to adjust their mindset from 2D to 3D design. We cover the basics of VR hardware, design software, and core UX principles that apply in immersive environments.

Weeks 1–6

Practical Application

This is where things get interesting. You'll work on real projects—designing virtual showrooms, training simulations, and interactive experiences. Each project includes user testing sessions where you watch people actually use what you've built.

Weeks 7–14

Portfolio Development

The final phase focuses on creating work you can show employers or clients. You'll refine your best projects, document your design decisions, and learn how to present immersive work in ways that make sense to people who haven't tried VR.

Weeks 15–18

Learn from People Who've Been There

Our instructors have worked on projects you've probably heard of—though they're more interested in teaching you what actually works than dropping big names.

Portrait of Klara Marku, lead UX instructor

Klara Marku

Lead UX Instructor

Klara spent seven years designing VR training tools for manufacturing companies. She's particularly good at explaining why certain interaction patterns work better than others—something you only learn by watching hundreds of people struggle with poorly designed interfaces.

Portrait of Ardit Hoxha, technical design specialist

Ardit Hoxha

Technical Design Lead

Before teaching, Ardit built AR applications for retail brands trying to figure out how customers want to preview furniture in their homes. He's honest about what works and what's still just hype—which is refreshing in this field.

Program Starts September 2025

We're accepting applications now for our autumn cohort. Class size is limited to 16 students because we want everyone to get hands-on time with the equipment and direct feedback on their work.

Application deadline: July 15, 2025 | Program runs September 8 – December 22, 2025

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