Virtual Reality Dance Experience

Emerging Technologies Group, University of Michigan

Virtual Reality Dance Experience

Emerging Technologies Group, University of Michigan

Virtual Reality Dance Experience

Emerging Technologies Group, University of Michigan

Role

UX Designer & Developer

Team

Project Manager,
Senior UX Design Mentor

Time

12 Weeks,
Launched August 2025

Skills

Usability Testing, Lean UX, Unreal Engine, Figma

Immerse yourself in the world of the Black Bottom Cabaret.

Immerse yourself in the world of the Black Bottom Cabaret.

Immerse yourself in the world of the Black Bottom Cabaret.

A menu provides intuitive navigation through the dance.

A menu provides intuitive navigation through the dance.

A menu provides intuitive navigation through the dance.

Positive feedback boosts player confidence.

Positive feedback boosts player confidence.

Positive feedback boosts player confidence.

Welcome to the Black Bottom

The Black Bottom Cabaret, named after a dance by the same name, is a fictional jazz club from the film, "The Big City."

While the original film was lost in a fire, our team was asked to bring the set to life through virtual reality, enabling university students to reconcile the 1920s production with its unprecedented cast of Black actors.

I developed a game to teach students the Black Bottom dance, bridging education and extended reality in an immersive dance class.

North Star

Engage students with the historical film.

The Problem Space

I began by benchmarking VR dance games such as "Just Dance VR" to define existing design patterns and opportunities for improvement.

A focus group indicated that a step-by-step tutorial would make it easier to follow the teacher through the dance performance.

From there, I made a preliminary prototype of the game flow with a tutorial video, as well as a points system and step indicator, modeled from popular dance games.

A person behind the camera holding a piece of paper in front of a computer screen. The paper has writing in a black marker that reads, "Level 1: Complete; 1027 Points."

Paper prototype of the game flow, with screens displaying points earned after each dance step.

A person behind the camera holding a piece of paper in front of a computer screen. The paper has writing in a black marker that reads, "Level 1: Complete; 1027 Points."

Paper prototype of the game flow, with screens displaying points earned after each dance step.

A person behind the camera holding a piece of paper in front of a computer screen. The paper has writing in a black marker that reads, "Level 1: Complete; 1027 Points."

Paper prototype of the game flow, with screens displaying points earned after each dance step.

A virtual room with a sign on the left that reads "0 Points" and signs on the right that read "Step 1," "Step 2," and "Step 3." A video screen in the center shows a dance teacher mid-step.

Digital prototype inspired by existing VR dance games, with a point system and lit signs to indicate the current step being taught.

A virtual room with a sign on the left that reads "0 Points" and signs on the right that read "Step 1," "Step 2," and "Step 3." A video screen in the center shows a dance teacher mid-step.

Digital prototype inspired by existing VR dance games, with a point system and lit signs to indicate the current step being taught.

A virtual room with a sign on the left that reads "0 Points" and signs on the right that read "Step 1," "Step 2," and "Step 3." A video screen in the center shows a dance teacher mid-step.

Digital prototype inspired by existing VR dance games, with a point system and lit signs to indicate the current step being taught.

After testing the digital prototype, a participant shared this feedback:

"It was really fun, but I'm just a bad dancer."

As similar feedback shared across the study, I realized that participants were missing two key components.

l

No Confidence
(How well am I doing?}

ll

No Context
(What is the Black Bottom?)

Furthermore, participants emphasized how awkward the moves felt, and the tutorial became integral for them to follow along the dance at all. This game needed to adapt to the historical dance style, and that required a new approach.

Insight

This isn't a rote dance game; it's a dance class.

Issue l: Confidence

I swapped the step indicator for a menu screen, allowing players to review steps and proceed at their own pace.

Initial prototype of the dance menu.

Initial prototype of the dance menu.

Initial prototype of the dance menu.

With user feedback, the dance menu evolved into a concise set of buttons that illustrated the whole game flow.

A rectangular menu with 5 circular buttons. The buttons read, "Step 1," "Step 2," "Step 3," "Full Dance," and "Perform."

The menu design is inspired by the round dials characteristic of antique radios.

A rectangular menu with 5 circular buttons. The buttons read, "Step 1," "Step 2," "Step 3," "Full Dance," and "Perform."

The menu design is inspired by the round dials characteristic of antique radios.

A rectangular menu with 5 circular buttons. The buttons read, "Step 1," "Step 2," "Step 3," "Full Dance," and "Perform."

The menu design is inspired by the round dials characteristic of antique radios.

While users comfortably navigated the tutorial, they still felt self-conscious of their dance skills. They needed a way to tell if they were doing the movements "correctly."

Previous testing showed that a point system felt irrelevant. Instead, I experimented with ways to visualize immediate feedback.

A paper divided into a grid of drawings.

Various sketches, including ideas for visualizing feedback on how well a player is dancing.

A paper divided into a grid of drawings.

Various sketches, including ideas for visualizing feedback on how well a player is dancing.

A paper divided into a grid of drawings.

Various sketches, including ideas for visualizing feedback on how well a player is dancing.

To indicate a movement is done well, the ring turns green and plays a chime sound.

To indicate a movement is done well, the ring turns green and plays a chime sound.

To indicate a movement is done well, the ring turns green and plays a chime sound.

The feedback system evolved into a green ring that chimes when players move on beat. The shower of sparkles mixed with the positive sound created a wave of encouragement, leading players to say:

"Oh, that's satisfying."

Issue ll: Context

The last missing piece was a sense of presence. I added a slideshow with photographs to introduce the historical context of a film that players could digest at their own interest.

A drawn stick-figure stands on the left, facing a photograph and caption on the right.

A mockup showing the depth of the caption and button versus the slideshow image.

A drawn stick-figure stands on the left, facing a photograph and caption on the right.

A mockup showing the depth of the caption and button versus the slideshow image.

A drawn stick-figure stands on the left, facing a photograph and caption on the right.

A mockup showing the depth of the caption and button versus the slideshow image.

A virtual room with dark shadows and a single spotlight. The light highlights a large, floating image of a man standing in front of the Black Bottom Cabaret. A floating text box in front of the image reads, "The Black Bottom Cabaret is a fictional night club featured in the lost fim, 'The Big City.'"

A slideshow introduces players to their setting; the Black Bottom Cabaret.

A virtual room with dark shadows and a single spotlight. The light highlights a large, floating image of a man standing in front of the Black Bottom Cabaret. A floating text box in front of the image reads, "The Black Bottom Cabaret is a fictional night club featured in the lost fim, 'The Big City.'"

A slideshow introduces players to their setting; the Black Bottom Cabaret.

A virtual room with dark shadows and a single spotlight. The light highlights a large, floating image of a man standing in front of the Black Bottom Cabaret. A floating text box in front of the image reads, "The Black Bottom Cabaret is a fictional night club featured in the lost fim, 'The Big City.'"

A slideshow introduces players to their setting; the Black Bottom Cabaret.

I augmented the space with visual, auditory, and haptic elements to increase immersion in the cabaret.

Four digital paintings of the same stage with different, colorful lighting.

Lighting explorations for the performance set.

Four digital paintings of the same stage with different, colorful lighting.

Lighting explorations for the performance set.

Four digital paintings of the same stage with different, colorful lighting.

Lighting explorations for the performance set.

A digital brick wall that looks worn. A lightbox is attached to the wall.
A digital brick wall that looks worn. A lightbox is attached to the wall.
A digital brick wall that looks worn. A lightbox is attached to the wall.
A small, digital spotlight on the floor, aimed at a brick wall. The light is a saturated pink color that reflects on the nearby curtain and hardwood floor.
A small, digital spotlight on the floor, aimed at a brick wall. The light is a saturated pink color that reflects on the nearby curtain and hardwood floor.
A small, digital spotlight on the floor, aimed at a brick wall. The light is a saturated pink color that reflects on the nearby curtain and hardwood floor.

Details such as wall scuffs and light reflections add to the realism of the set.

Details such as wall scuffs and light reflections add to the realism of the set.

Details such as wall scuffs and light reflections add to the realism of the set.

A virtual stage with a woman facing away from the camera, to an audience of dining tables.

The final performance evokes the feeling of dancing under the spotlight.

A virtual stage with a woman facing away from the camera, to an audience of dining tables.

The final performance evokes the feeling of dancing under the spotlight.

A virtual stage with a woman facing away from the camera, to an audience of dining tables.

The final performance evokes the feeling of dancing under the spotlight.

Outcome

The dance experience is now launched to a lab with 3000+ monthly visitors. Players rated the dance experience as highly enjoyable, and they indicated that they would recommend it to a friend. Furthermore, their laughter and comments showcased their joy.

"It was really well done, and I just had fun learning the dance and also the backstory."

"I love how immersive it was."

"I really like the UI . . . it's really straightforward."

"I feel like anyone can just step into it and try it out themselves."

Reflections

Although I began this project by diving into a digital prototype, I believe similar insights could've been achieved with a lower-fidelity mockup. In the future, I may employ more paper prototypes to conserve time on development and revisions.

In addition to digital interactions, there were physical interactions to consider. People with diverse hair textures had difficulty securing the headset over their head, and glasses frames and acne became an obstacle to work around. While there are some solutions to support these needs, it’s a reminder that VR has important physical constraints that affect the user experience.

Next Up

Helping region managers pinpoint billions of dollars in invasive species damage.

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