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
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