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Bringing lost architecture back to life in virtual reality: UX for VR for the 1,500 year old St. Paul's Basilica in Rome, Italy.

Bringing lost architecture back to life in virtual reality: UX for VR for the 1,500 year old St. Paul's Basilica in Rome, Italy.

Team
Team

Me (Designer), Design Lead, 4 Developers, 1 Art Historian, 1 VR Researcher

Me (Designer), Design Lead, 4 Developers, 1 Art Historian, 1 VR Researcher

Client
Client

St. Paul's Basilica, DEV Studio, Mellon Foundation, National Endowment for the Humanities

St. Paul's Basilica, DEV Studio, Mellon Foundation, National Endowment for the Humanities

Timeline
Timeline

10 months
October 2020 - Aug 2021

10 months
October 2020 - Aug 2021

Tools
Tools

Figma, Photoshop, Unity

Figma, Photoshop, Unity

See full case study below

Background

Background

The Virtual Basilica Project is a cross-institutional project that brings together Stanford, Dartmouth, and University of Oregon faculty and researchers to bring to life the 1,500 year old St. Paul’s Basilica in Rome, Italy. The Virtual Basilica reconstructs St. Paul’s as a teaching environment that allows users to explore the basilica through space and time with the ability to stop multiple times between the 5th century and today. Acting as a pedagogical tool, its interactive viewings of primary source materials, narrated virtual tours, and exploration capabilities allow users to engage with this historical marvel in a new medium.

Project support from:

Problem Overview

Problem Overview

Because of the Basilica's long history, there are areas of our model that are uncertain –– creative liberties had to be taken with the design as there are reigning academic theories about what certain areas (e.g., certain mosaic floor pieces) looked like, but no definitive answer.

To ensure the accurate communication of ideas, we had to communicate to the user the 2 types of uncertainty that may exist in our model:

Material Uncertainty

Material uncertainty occurred when we knew of an element’s existence in the Basilica (ex: there was a column in a certain location), but not what it was made of or what it looked like.

Location Uncertainty

Location uncertainty occurs when we knew the makeup of an item, but not where it was located exactly in the Basilica (often times, pieces of the item were found in collapsed piles or recovered from past rennovations)

What they had

A wearable device in development: discreet, voice-enabled, and clip-on capable of capturing audio and visual data.

A strong team of engineers ready to build and bring it to market.

A belief in AI-powered wearables' potential for productivity gains

What they didn't

A defined target market: they wanted new users (not existing customers) but didn’t know who they should focus on.

A clear use case: team lacked structured understanding of where the biggest impact of wearables would be.

A seamless UX for AI-driven workflows: no existing user-friendly way to facilitate the capture of real-world data and map it to a system of record

These two types of uncertainty are distinct, so we needed a distinct way of visually representing these uncertainties to our users in a way that made sense in virtual reality.

How Might We…

How Might We…

How might we model two distinct types of historical uncertainty in Virtual Reality?

Solutions Overview

Solutions Overview

I designed two novel types of uncertainty mode to be showcased throughout the virtual basilica, and led the redesign of the VR UI for intuitive usage. Above, you can see what the uncertainty looks like in the space, and below you can see my UI in action as users navigate through time to "time travel" through historical eras of the basilica.

The Design Process

The Design Process

For the sake of brevity in this case study, I will predominantly discuss the design, test, and iterate sections of my work, focusing on the 2 key challenges that I worked through.

Challenge 1: Uncertainty Modes and Tackling Accessibility

Challenge 1: Uncertainty Modes and Tackling Accessibility

My first challenge was to tackle representations of historical uncertainty in the model. Because location uncertainty and material uncertainty were fundamentally different (but non-exclusive), it was important to find a way to make their visual representations distinct enough for the viewer to both learn the difference between the two, and also observe where an object may be both locationally/materially uncertain. 

To get started on this challenge, I began by ideating different ways we could highlight objects in one’s field of vision:

Designing for accessibility

At this stage, it became clear that accessible design would be a key KPI. Despite brainstorming in an extremely bright color (hot pink), in VR spaces and with movement it was not accessible to our color-blind teammates.

The Challenge

Color does not manifest in the same way as VR: traditional UX uses color and contrast-based solutions to address accessibility concerns, but given the dynamic light and shadow in VR we cannot address the design in the same way.

Our Solution

We shifted towards a movement-based solution. If we could not rely on color, then creating accessible designs via element movement would allow all users to engage with our space.

What they had

A wearable device in development: discreet, voice-enabled, and clip-on capable of capturing audio and visual data.

A strong team of engineers ready to build and bring it to market.

A belief in AI-powered wearables' potential for productivity gains

What they didn't

A defined target market: they wanted new users (not existing customers) but didn’t know who they should focus on.

A clear use case: team lacked structured understanding of where the biggest impact of wearables would be.

A seamless UX for AI-driven workflows: no existing user-friendly way to facilitate the capture of real-world data and map it to a system of record

We settled on two movement-based ways of highlighting objects: Overlaying the surface of an object with a moving texture, and moving each subsection of an object's model.

Overlaying the surface with a moving texture would allow fully color-sighted individuals to see the difference via color or shade, and allow color-blind users to see the difference in texture.

We decided to use this for material uncertainty, as it highlighted that the surface of the object may not have been as it seems in our rendering.

Moving object subsections used for locational uncertainty means that users can tell when the precise placement of any given object is up for debate.

For large objects like the mosaic floor, entire-element movements would be uncomfortable or even motion-sickness causing for the VR user. To solve for this, we decided to move each individual geometric piece the model was made out of. Here, you can see it as the individual mosiac tiles or pieces of stone that make up our build.

Final Look

Below are the implemented designs created by our developers. As you can see on the left, material uncertainty with a moving texture keeps all elements of the build in place but changes its exterior style. On the right, we see locational uncertainty at play on the floor. The floor shift and move (very subtly in the screen recording because the movement is much more jarring in VR).

Below are the implemented designs created by our developers. As you can see, material uncertainty with a moving texture keeps all elements of the build in place but changes its exterior style. Locational uncertainty causes the floor shift and move (very subtly in the screen recording because the movement is much more jarring in VR).

Material Uncertainty
Locational Uncertainty

Challenge 2: UI Overhaul

Challenge 2: UI Overhaul

The second challenge I went through was doing a UI overhaul on the platform. When I first joined the team, the experience felt disjointed because of a lack of cohesion in visual elements across areas/points in time. To start off, I did a UX deep-dive to identify the inconsistencies in design details (font size, kerning, etc.) that drove the feeling of unpolishedness we heard from users.

Because inconsistency was such a dominant concern throughout, I decided to tackle it in two ways:

1 - Create a Universal UI theme that makes the entire experience feel consistent and thematic.

2 - Document changes and implement it onto every element across the experience so everything follows the same logic and hierarcy.

After diving into similar VR builds, I noticed that there were 2 main strategies for how to best design UI for the virtual reality interface of a historical building. One tactic was to use the architecture of the building as inspiration, and create designs with lifted elements that had a historical feel:

The other was to lean into the digital nature of the experience and create floating 2D translucent panels that would minimally obscure the background minimize distraction away from the build:

After discussing with key stakeholders, we decided on the V2 modern overlay designs. Though historical inspiration was exciting, because there were so many popups and interactions in one's view at all times, we decided it was best to go this route so that users could focus on the basilica itself. Here, the UI is not the star of the show, the building is, and we wanted to make sure that we were able to use our UI choices to highlight instead of distract from it.

Below are some additional icons, popups, and flows we designed after settling on our overall UI scheme.

Final Product

Final Product

In all, this UI facilitated 7 time periods for all users of the Virtual Basilica to navigate through. It created a more dynamic map, guide, and navigation system, and allowed for users to understand what the historical certainty was of all objects within the spaces with one unified visual language.

Reflect – Impact & Next Steps

Reflect – Impact & Next Steps

Working on a problem without established industry standards or best practices was an exciting challenge—it pushed me to lean more heavily on creativity during the ideation phase. As someone new to VR, I was especially proud of how I was able to adapt and translate my prior design experience into this unfamiliar medium.

🧠 Design is a frame of mind, not just one tool.
🧠 Design is a frame of mind, not just one tool.

This project reinforced my belief that design is ultimately a mindset rather than a toolset. Whether working in traditional software, emerging technologies, or entirely new environments like VR, the principles of UX design—empathy, clarity, and usability—remain constant. Bringing those principles into a VR context not only emphasized their versatility, but also showcases the value of approaching design as a way of thinking that can cross boundaries of medium and field.

This project reinforced my belief that design is ultimately a mindset rather than a toolset. Whether working in traditional software, emerging technologies, or entirely new environments like VR, the principles of UX design—empathy, clarity, and usability—remain constant. Bringing those principles into a VR context not only emphasized their versatility, but also showcases the value of approaching design as a way of thinking that can cross boundaries of medium and field.

Browse my other work

Leading Payments Co.

Designing trust and security into a new digital wallet.

Fortune 100 Tech Co.

Making Agentic AI deployment familiar and approachable.

Leading Payments Co.

Designing trust and security into a new digital wallet.

Fortune 100 Tech Co.

Making Agentic AI deployment familiar and approachable.

Leading Payments Co.

Designing trust and security into a new digital wallet.

Fortune 100 Tech Co.

Making Agentic AI deployment familiar and approachable.

@2025 Jennifer Xu
@2025 Jennifer Xu
@2025 Jennifer Xu
@2025 Jennifer Xu