Bini Park

SOLO PRODUCT DESIGN · DEVELOPER · MOBILE & VR · CROSS PLATFORM

Haru

MR VR Pet Game

MR VR Pet Game

MR VR Pet Game

MR VR Pet Game

Cross Platform

Cross Platform

Cross Platform

Cross Platform

Mobile Dev

Mobile Dev

Mobile Dev

Mobile Dev

What if a virtual companion didn’t disappear the moment you left the headset?

A cross-platform mixed reality and mobile pet game that gives users a reason to return to MR as part of their daily routine

INFORMATION

Haru is a mixed reality companion that bridges your day between mobile and VR. Take photos of what Haru wants to eat on your phone, then return to your headset at night to feed and connect with him in your real room. Designed to feel alive, not controlled, Haru grows with your memories, creating a magical, personal routine one small moment at a time.

This was built for my senior thesis project, I developed Haru from 0 to 1, from concept and feedback to prototype and now preparing for launch on the Meta Store!

OUTCOMES

ROLE

ROLE

Solo Product Designer

Solo Product Designer

Solo Developer

Solo Developer

TIME

TIME

120 days

120 days



TOOLS

TOOLS

Unity (Meta SDK)

Unity (Meta SDK)

Blender

Blender

Figma

Figma

Fusion 2

Fusion 2

After Effect

After Effect

SKILLS

SKILLS

XR Prototype

XR Prototype

User Research

User Research

Interact Design

Interact Design

C# Develop

C# Develop

HOW TO PLAY

CONCEPT

Mobile Phone

Receive a message from Haru

Haru will ask you to take a picture of something he's craving

Discover memory pieces hidden in the photo and send them to Haru

VR Headset

See Haru living in your room through mixed reality

Grab the memory ball you sent and feed it to Haru

Haru eats the memory, remembers it, and spawns a related object

Chill with him as Haru interacts with the object

PROBLEM

STRATEGY

DESIGN QUESTION

Can a cross-platform virtual companion foster emotional connection and daily habits that encourage users to return to mixed reality? If so, what is the mobile phone’s role in enabling and sustaining this experience?

PROBLEM

01 | Low VR Headset Retention ⟶ Users Don’t Return Daily

I kept noticing the same pattern in the MR industry: exciting ideas, impressive tech demos, and huge investments, yet very few apps or games actually stick in people’s lives.

02 | VR Sessions Can’t Sustain Long Use ⟶ Most Users Fatigue After 30 Minutes

Most MR experiences are limited to short bursts, around 20 to 30 minutes, due to physical discomfort, eye strain, disorientation, and device limitations.

This creates a major design constraint: if users can't stay long in MR, the experience must adapt.

03 | The emotional connection disappears once the headset comes off

One of the moments that made this clear was while playing Peridot. I became deeply attached to my virtual pet, but as soon as I took off the headset, the experience vanished. It felt like that connection had never existed.

04 | Gameplay is the only reason I return to the headset

Even though I use a VR headset daily for development, I realized that the only reason I personally return to MR outside of work is for gameplay. Extended Reality is still overwhelmingly associated with entertainment and gaming.

XR Gaming in 2022: What to Expect
XR Gaming in 2022: What to Expect
XR Gaming in 2022: What to Expect
XR Gaming in 2022: What to Expect

SOLUTION

STRATEGY

SOLUTION

The solution is cross-platform, connecting mobile phones and headsets by using the lifestyle device we already rely on daily. Instead of forcing VR to become a lifestyle tool, which it isn’t in 2025, we let the phone carry the daily touchpoints and the headset deliver emotional presence.

With cross-platform, we blur the boundary between digital and real not by creating two separate worlds, but by stitching them into one continuous reality.

WHY MOBILE PHONE?

Most people won’t put on a headset to check a to-do list and they shouldn’t have to. The friction is too high, and the habit isn’t there.

But everyone uses their phone. Constantly.

Phones are with us when we wake up, when we commute, when we pause between moments. They're not just accessible, but they’re already part of our emotional routine.

GOAL

STRATEGY

My main goal is to…

Validate if mobile-first interaction could re-engage users with MR daily.

How?

Create an experience where mixed reality becomes a natural part of daily life, not just a special occasion. By blending the VR headset with the mobile phone, I aim to turn fleeting tech moments into meaningful habits.

Through this cross-platform approach, I want to solve the retention problem in a playful and emotionally engaging way, making MR something people look forward to using every day.

SUCCESS METRIC

STRATEGY

I set a clear benchmark to guide my design direction:

60% of users should say they’d be more likely to return to mixed reality if mobile was meaningfully integrated into the experience.

I didn’t just hit that target. I surpassed it, giving me the confidence to keep building Haru as a daily ritual that connects mobile moments with immersive presence.

Screenshot of the responses

Challenge + Learning

STRATEGY

CHALLENGE

The biggest challenge I faced was articulating my idea clearly and structuring it in a way that others could easily understand and connect with.

For me, ideas usually begin with an emotional spark or a story I want to tell. Coming from an art and painting background, I naturally follow my intuition. But with Haru, I had to take that emotion and translate it into something more logical. I needed to explain what problem it solves, why it matters, and how it works. That part took time. It was difficult to make others feel what I felt, especially early on when I didn’t have all the words yet. I realized that having a strong idea is only the first step and you also need to guide others into your world and help them see the vision clearly.

LEARNING

⇾ So what I learn…

  • Learned how to articulate my ideas using data and logical reasoning to help others understand the value of the project

  • Gained experience in the full production process of building an app, from prototyping to testing

⇾ Other key learnings from this project..

  • Understood how to use Photon Fusion SDK and the difference between Host Mode and Shared Mode

  • Implemented passthrough interactions using Meta's MRUK and created responsive AI behavior for a VR pet

  • Improved project editing and presentation skills using Figma, Premiere Pro, and After Effects

  • Learned to reach out to experts in the field and found that many were willing to help when I showed clear passion and effort

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Final Trailer

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Short Trailer

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Design Process

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LATEST MAIN POSTER & CONCEPT SHOT

USER RESEARCH

USER TARGET

Haru is designed for Meta Quest users who feel a disconnect between their mixed reality experiences and everyday life, and are curious about building a more emotional, lasting relationship with their headset beyond just gameplay.

They want….

  • to use their headset for something more meaningful than gaming

  • a persistent emotional connection with a virtual companion, even with limited time during the day

  • a daily ritual that blends seamlessly into their real-world routines through their phone and headset

Pet Lovers

Lapsed Quest Users

SURVEY RESEARCH

To test my core assumption, I conducted a survey with over 150 people across different ages and backgrounds. I asked whether they’d be more likely to use a mixed reality headset regularly if the experience was connected to something they already use daily, like their smartphone.

MAIN GOAL QUESTION

Could a hybrid mobile and mixed reality experience become part of someone’s daily habit?

Screenshot of my reddit survey

Survey Result

THE RESULT….

  • Over 70% said they’d be more likely to return to their headset if more interactions happened through mobile.

  • Most respondents reported using their phones 4 to 6 hours a day.

  • Several shared that it would feel magical to see a virtual pet come to life in their real space, especially if it remembered past moments.

WIZARD OF OZ PLAYTEST

To test this hypothesis early on, I ran a Wizard of Oz playtest by manually simulating Haru’s mobile-to-headset interaction. I invited 12 friends to join a “picture prompt game,” where each morning, I sent a message like “Send me something blue” or “Find something cozy.” By the end of the day, they would respond with a photo.

THE RESULT….

  • Users didn’t just send pictures but they often shared personal stories behind them.

  • The photo activity became an act of reflection, not a task.

  • Participants looked forward to the daily messages from Haru.

  • This revealed a mutual emotional loop: it wasn’t just about Haru’s memory, but also the player’s own.

Screenshot of the responses

SKETCHES & STORYBOARD

IDEATION SKETCHES

Game Flow v1

Game Flow v2

FINAL STROYBOARD

HARU DESIGN

HARU CHARACTER

I chose a hamster-like form: small, round, a little clumsy, and big eye and feet. Hamsters are universally adored and often live in little habitats that people love to decorate, which felt like the perfect fit.

HARU BEHAVIOR

I chose a hamster-like form: small, round, a little clumsy, and big eye and feet. Hamsters are universally adored and often live in little habitats that people love to decorate, which felt like the perfect fit.

HARU MODEL

I collaborated with two amazing 3D modelers Jiyoon Oh & Hee Seung Chung, and rigger Avery Pendleton who helped bring Haru to life.

However, we had to rebuild Haru's model because the feet needed to be separated to allow walking animations without breaking the skin.

HARU ANIMATION

Thanks to Hee Seung Chung & Hyojin Shim, we were able to create 10+custom animation clips that brought Haru’s personality to life.

MOBILE PROTOTYPE

MVP - The loop turns your everyday life into memories for Haru.

Receive a message from Haru ➝ Take a real-world photo ➝ Discover a memoryball hidden in the image ➝ Send it to the headset

The mobile experience was designed to feel lightweight and habitual that something users could engage with quickly each day without friction. Mobile design went through a lot of iteration. Overall, I used Figma to wireframe the features and map out the user flow for the mobile experience.

v1 (Feature Overload)

  • Home screen included calendar, settings, time of day, and chat all at once

  • Haru hid inside his house which is cute, but the UI was overwhelming

Takeaway : Remove unnecessary features and simplify user flow

v2 (Still Too Bloated)

  • Created a separate tab for talking to Haru

  • Kept some features from V1 for organization

Takeaway : Playtests revealed most features weren’t being used

v3 (Focused Core Experience)

  • Stripped everything down to just two actions: sending images and receiving memory balls

  • Once the technical loop worked, I layered in the narrative

  • Added storytelling GIF to guide users through the interaction

Takeaway : Simplicity improved clarity, and the emotional arc became more engaging

VR HEADSET PROTOTYPE

MVP - Interact with Haru that shaped by your real world

Receive the memoryball in VR ➝ Feed it to Haru ➝ Watch Haru react and roam ➝ Interact with Haru’s world using gestures and subtle behaviors

01 | Room Scanning

  • Room scanning was the first milestone

  • Tables, beds, and floors will be able to interact with Haru

Goal: Turn your space into Haru’s evolving world

02 | Memoryball Appearance & Feeding

  • When a memoryball is sent from mobile, it appears on the table inside VR.

  • Players can physically grab the ball and offer it to Haru.

03 | Spawning memoryball

  • After feeding, memory objects tied to that memoryball appear.

04 | Memory Object Placement

  • Players can customize their environment by placing them on real-world surfaces.

Lock & unlock feature

Removed Lock & unlock feature

05 | Haru’s AI Behavior

Haru isn’t a puppet. He has preferences, habits, and moods.
Instead of controlling him directly, we gave Haru light AI autonomy:

  • Picks where to sleep, roll, and sit

  • Explores the space

  • Reacts to memory objects and player presence

KEY EXPERIMENTS

HAND GESTURE

I experimented with a wide range of hand-based gesture interactions, from snapping and pointing to double-palm spawning and petting. But most of them had to be removed. They were too complex for beginners and added unnecessary friction to the experience.

✋ Palm up to call Haru

🫰 Snap to toggle a lamp

👉 Point to direct him

👋 Hover to lock/unlock objects

✋✋ Double palm to spawn Haru’s house

🐾 Petting gestures (head, belly, etc.)

Key Takeaway ➝Fewer, more meaningful interactions are better than a large set of complex ones that confuse players and break immersion.

Through multiple playtests, I realized that most players either didn’t notice certain gestures, found the instructions unclear, or didn’t find them intuitive enough to remember or use naturally.

*IMPORTANT CHANGE

I noticed that players struggled with hand positioning to lock and unlock objects during playtests.

So I simplified it to proximity locking: walk away to lock, come close to unlock, with a white outline to show the interaction range. This made the system more intuitive and beginner-friendly!

Palm interaction to lock & unlock

Proximity locking

Design Decision

Design Goal

01 | Make Haru feel alive

Haru should behave like a living companion, not a puppet.

01 | Make Haru feel alive

Haru should behave like a living companion, not a puppet.

01 | Make Haru feel alive

Haru should behave like a living companion, not a puppet.

01 | Make Haru feel alive

Haru should behave like a living companion, not a puppet.

02 | Build a gentle daily ritual

Encourage small, meaningful interactions that fit into everyday life.

02 | Build a gentle daily ritual

Encourage small, meaningful interactions that fit into everyday life.

02 | Build a gentle daily ritual

Encourage small, meaningful interactions that fit into everyday life.

02 | Build a gentle daily ritual

Encourage small, meaningful interactions that fit into everyday life.

Aesthetic Goal

Visually, I leaned into a toon-shaded look: soft outlines, gentle pastels, minimal shaders. I didn’t want Haru to feel realistic. I wanted him to feel charming. Something that would instantly make you smile.

Color Goal

Style Goal

The overall mobile design aimed for a cartoon style!

I hand-drew every scene, including the UI and instruction screens, to maintain a playful, illustrated vibe throughout the experience.

INTERVIEW & REACHING OUT

01| Getting Started with Fusion SDK (Thanks, Ruifeng!)

I reached out to Ruifeng Xu, a hackathon winner who built a mobile-to-XR project, to learn how they connected both platforms.

✳ Key Takeaway Fusion Photon 2 SDK is a solid starting point for cross-platform integration.

02| Connect to Fusion Professional

During my research, I discovered Philip, a YouTuber who specializes in using Fusion. I joined his Discord community to better understand the difference between Host Mode and Shared Mode, and to troubleshoot some prototype issues I was facing.

✳ Key Takeaway ➝ Switching to Shared Mode fixed the communication issue between Mobile (Sender) and VR Headset (Receiver).

Screenshot of Discord chat with Philip

03| Tech help from Aman

I reached out to Aman Bohra for help with capturing real-world images in MR to integrate into my game loop of taking pictures for Haru.

But wasn’t able to implement due to time constraints.

Screenshot of meeting with Amanchat with Philip

04| Feedback from Xin Xin

I received valuable feedback from professors and developers in the XR field throughout the development of Haru.

Their insights helped shape the core mechanics, simplify interactions, and refine the emotional experience

Screenshot of meeting with Xin Xin

What's next?

There are so many directions Haru could grow from here. I’m currently exploring:

  • A memory gallery system : where users can revisit their past photos in Haru’s world like a photo journal or scrapbook

  • Emotional tagging : letting players assign feelings to their photos (cozy, proud, peaceful) to influence how Haru reacts

  • Multi-Haru support : what if multiple players could connect their Harus and visit each other’s spaces?

  • Mobile widget + notification system : to let Haru gently nudge players with new memory prompts throughout the day

  • More personality AI : I’d love to explore simple language learning so Haru feels even more responsive over time

FINAL THOUGHTS!!

I believe the future of AI and XR lies in collaboration, not separation. Haru is my attempt at showing what that future could look like, one small step at a time.

Creating this was the hardest journey of my career so far, but it was absolutely worth it. I love where it ended up, and the best part is: it’s still growing. This is an ongoing project, so stay tuned for more!

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