A solution to bad water habits through a virtual experience.

A solution to bad water habits through a virtual experience.

A solution to bad water habits through a virtual experience.

Project

Blu Logic

Collaboration

Madeline weeda

skills

Virtual reality

modeling

rendering

ux/ui

year

summer 2025

Project

Blu Logic

Collaboration

Madeline weeda

skills

Virtual reality

modeling

rendering

ux/ui

year

summer 2025

Project

Blu Logic

Collaboration

Madeline weeda

skills

Virtual reality

modeling

rendering

ux/ui

year

summer 2025

UN 17 Alignment

A solution to bad water habits through a virtual experience

This is an immersive XR experience with a companion app that tracks daily water choices and syncs them to a VR underwater world, showing users how their habits impact ocean ecosystems and inspiring sustainable behavior. It’s hard to see and understand the scale of water waste, and it feels less personal if the experience isn’t collecting from the actual user’s day-to-day life. This experience makes the problem feel more sentimental to the user.


Context

Water waste harms ecosystems, wildlife, and depletes limited clean water. The average U.S. person uses 373 liters daily. Only 1% of the world’s water is safe to drink; many countries face severe water crises. By 2030 the world will have just 60% of needed water.

Problem Statement

Young adults care about the environment but often don’t see how their daily actions cause water waste, limiting behavior change. This group often feels overwhelmed or unsure how to make an impact (Pew Research Center).

Innovative & Unique

It’s hard to see and understand the scale of water waste, and it feels less personal if the experience isn’t collecting from the actual user’s day-to-day life. This experience makes the problem feel more sentimental to the user.

Context

Water waste harms ecosystems, wildlife, and depletes limited clean water. The average U.S. person uses 373 liters daily. Only 1% of the world’s water is safe to drink; many countries face severe water crises. By 2030 the world will have just 60% of needed water.

Problem Statement

Young adults care about the environment but often don’t see how their daily actions cause water waste, limiting behavior change. This group often feels overwhelmed or unsure how to make an impact (Pew Research Center).

Innovative & Unique

It’s hard to see and understand the scale of water waste, and it feels less personal if the experience isn’t collecting from the actual user’s day-to-day life. This experience makes the problem feel more sentimental to the user.

Context

Water waste harms ecosystems, wildlife, and depletes limited clean water. The average U.S. person uses 373 liters daily. Only 1% of the world’s water is safe to drink; many countries face severe water crises. By 2030 the world will have just 60% of needed water.

Problem Statement

Young adults care about the environment but often don’t see how their daily actions cause water waste, limiting behavior change. This group often feels overwhelmed or unsure how to make an impact (Pew Research Center).

Innovative & Unique

It’s hard to see and understand the scale of water waste, and it feels less personal if the experience isn’t collecting from the actual user’s day-to-day life. This experience makes the problem feel more sentimental to the user.

How does this help?

The experience uses data that the users collect themselves, evoking a sense of connection to their everyday life. Users will reflect on their water waste, and then go into a diving experience that shows the impact that water waste has on the environment.

How does this help?

The experience uses data that the users collect themselves, evoking a sense of connection to their everyday life. Users will reflect on their water waste, and then go into a diving experience that shows the impact that water waste has on the environment.

How does this help?

The experience uses data that the users collect themselves, evoking a sense of connection to their everyday life. Users will reflect on their water waste, and then go into a diving experience that shows the impact that water waste has on the environment.

Making Impact Tangible

Statistics reveal the hidden scale of water waste, emphasizing the need to make individual impact visible and felt.

Fill the Engagement Gap

Existing tools inspire but remain too general, our approach personalizes the experience to make it relevant and resonant.

Balance Play and Purpose

VR research reminds us that interaction must serve meaning, ensuring engagement leads to understanding and behavior change.

Making Impact Tangible

Statistics reveal the hidden scale of water waste, emphasizing the need to make individual impact visible and felt.

Fill the Engagement Gap

Existing tools inspire but remain too general, our approach personalizes the experience to make it relevant and resonant.

Balance Play and Purpose

VR research reminds us that interaction must serve meaning, ensuring engagement leads to understanding and behavior change.

Making Impact Tangible

Statistics reveal the hidden scale of water waste, emphasizing the need to make individual impact visible and felt.

Fill the Engagement Gap

Existing tools inspire but remain too general, our approach personalizes the experience to make it relevant and resonant.

Balance Play and Purpose

VR research reminds us that interaction must serve meaning, ensuring engagement leads to understanding and behavior change.

Expanding Reach Through Flexibility

Our project offers both a self-initiated option and a classroom option, allowing for customizable and adaptable ways of learning. The self-initiated path gives users a personal experience of how their daily habits affect water systems, while the classroom version highlights collective impact and sparks group discussion. Together, these modes create multiple use cases, expanding our reach to more people and ensuring the experience is both personally resonant and broadly accessible.

Expanding Reach Through Flexibility

Our project offers both a self-initiated option and a classroom option, allowing for customizable and adaptable ways of learning. The self-initiated path gives users a personal experience of how their daily habits affect water systems, while the classroom version highlights collective impact and sparks group discussion. Together, these modes create multiple use cases, expanding our reach to more people and ensuring the experience is both personally resonant and broadly accessible.

Expanding Reach Through Flexibility

Our project offers both a self-initiated option and a classroom option, allowing for customizable and adaptable ways of learning. The self-initiated path gives users a personal experience of how their daily habits affect water systems, while the classroom version highlights collective impact and sparks group discussion. Together, these modes create multiple use cases, expanding our reach to more people and ensuring the experience is both personally resonant and broadly accessible.

USAGE IN THE EXPERIENCE

The watch is placed on the VR hand of the user for easy access to the UI element of the timeline. Other options such as accessibility settings and regular settings could be located here. Is meant to increase the immersion of the user by ‘hiding’ the UI.

USAGE IN THE EXPERIENCE

The watch is placed on the VR hand of the user for easy access to the UI element of the timeline. Other options such as accessibility settings and regular settings could be located here. Is meant to increase the immersion of the user by ‘hiding’ the UI.

USAGE IN THE EXPERIENCE

The watch is placed on the VR hand of the user for easy access to the UI element of the timeline. Other options such as accessibility settings and regular settings could be located here. Is meant to increase the immersion of the user by ‘hiding’ the UI.

USAGE IN THE EXPERIENCE

The fish acts as a companion in the VR setting to help guide the user through the simulation, and acts as a storytelling element, appealing to the user’s emotions as he gets more unhappy the worse the ocean environment is.

USAGE IN THE EXPERIENCE

The fish acts as a companion in the VR setting to help guide the user through the simulation, and acts as a storytelling element, appealing to the user’s emotions as he gets more unhappy the worse the ocean environment is.

USAGE IN THE EXPERIENCE

The fish acts as a companion in the VR setting to help guide the user through the simulation, and acts as a storytelling element, appealing to the user’s emotions as he gets more unhappy the worse the ocean environment is.

Use of Smart Watch

When in individual mode, user can customize reminders in the app that will be sent to their smart watch and/or other devices. This feature is meant to support the user post-VR to better implement what they learn about their water choices into their everyday lives.

Use of Smart Watch

When in individual mode, user can customize reminders in the app that will be sent to their smart watch and/or other devices. This feature is meant to support the user post-VR to better implement what they learn about their water choices into their everyday lives.

Use of Smart Watch

When in individual mode, user can customize reminders in the app that will be sent to their smart watch and/or other devices. This feature is meant to support the user post-VR to better implement what they learn about their water choices into their everyday lives.

Dock Scene

Where the user begins the experience. Exists as an overview of your actions for the day and how much water they wasted. Offers context to why the environment may degrade in the underwater experience.

Use the arrows to view the entire experience below.

Ocean Scene

Where the user navigates the ocean, progressing on a timeline to see if their water waste usage could impact the environment negatively in the future.

Use the arrows to view the entire experience below.