Holovera

Holovera is a VR fitness platform that lets users train solo, join group workouts, or connect with personal trainers in a fully immersive environment.

Role

Project Manager

Melissa Vozar
Ayesha Abbasi
Melissa Cho
Samuel Massaro

Team

Timeline

September - December 2025

Tools

Figma

Overview

Holovera is a virtual reality fitness platform that simulates a fully immersive gym environment. Users can connect with personal trainers, participate in group workouts, or engage in solo training sessions, creating a flexible and interactive fitness experience.

Background

In Northwestern’s IDS 403: Models and Theories of User-Centered Design, taught by Lauren Liss, I gained hands-on experience with contemporary design frameworks and methodologies centered on the end user. Throughout the course, my team and I explored design thinking principles, iterative design processes, and user research techniques to address complex, real-world challenges. We applied these methods through prototyping, collaboration, and critical feedback to design Holovera, a VR-based personal training system.

Problem

Shifting work habits have created new demands. Many individuals now primarily work remotely, limiting their access to traditional commuting routines and in-person fitness options. This evolving landscape presents both a challenge and an opportunity.

Solution

A virtual reality platform that simulates a full gym environment. It enables users to participate in group workouts from anywhere, engage with personal trainers, and enjoy both solo and social workout sessions with friends. The platform offers a variety of activities, including yoga, kickboxing, HIIT, and more.

Survey Results

  • Majority of participants stopped using personal training services after previously using them.

  • Shows there is still strong interest in personal training, but retention and continuity are low


To gather qualitative data, my team and I developed and administered a survey completed by 26 participants. The results provided deeper insights into the behaviors, preferences, and needs of gym-goers.

  • Majority of participants would not join a gym for personal training only.

  • Shows that people are deterred from using personal trainers because of gym memberships.


  • Majority of participants have familiarity and experience with virtual reality (VR).

  • More familiarity facilitates transition, and reduces initial pain points.


  • Price and scheduling are main factors when deciding to use a personal trainer.

  • Among participants, 46% cited having gym access as a critical factor. Holovera would not require a gym membership.

Interviews

To gain a better understanding of this potential experience, we conducted two interviews with personal trainers to learn about their perceptions of virtual personal training, the technology they currently use with clients, the current level of demand, and their thoughts on the future of VR-based personal training.

“We are at a bridge point where people are more familiar with virtual options, but are still experimenting”

[Clients can easily] "get their session done in the middle of the work day.”

My team and I developed three user personas to better understand our target audience and guide design decisions for Holovera.

User Personas

My team and I created user journey maps to visualize the end-to-end experience, identify pain points and opportunities, and inform design decisions for Holovera.

Journey Maps

Design Files

High-Fidelity Prototype

Case Study Slides