Holovera

A virtual reality platform that simulates a full gym environment.

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 virtual reality–based personal training system.

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


  • 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

User Personas

Design Files

Prototype

Case Study Slides