Prior Professional Work

Design Sprint · User Research · Emerging Technology

Designing a VR spiritual community for people searching for faith outside the walls of a church

In partnership with a regional synod and VR studio SolaceVR, Aditi co-led the design sprint, persona development, and three iterative rounds of usability testing to shape a faith-based metaverse experience targeting young adults, spiritual seekers, and communities disconnected from traditional religious spaces.

Partners

NTNL Synod · SolaceVR

Role

Innovation Partner (in-house)

Timeline

Feb – Aug 2024

Scope

Design Sprint · Research · UX

Partners

NTNL Synod · SolaceVR

Role

Innovation Partner (in-house)

Timeline

Feb – Aug 2024

Scope

Design Sprint · Research · UX

5

user personas developed to frame the experience

3

iterative rounds of usability testing on the live VR environment

15+

participants tested across diverse spiritual and gaming backgrounds

30wk

sprint-to-beta-launch timeline with SolaceVR

THE Situation

Religious participation among young adults is declining — not because people have lost interest in spirituality, but because traditional institutional forms aren't meeting them where they are. The NTNL Synod partnered with SolaceVR, a VR studio building faith-based virtual environments, to explore whether immersive technology could create a new kind of spiritual community: one that felt personal, low-pressure, and genuinely welcoming to people who had left church, never found one, or were simply looking for something different. The ELCA Innovation team acted as design facilitators — and Aditi led the research and design sprint work throughout.

Phases of Work

Phase 1

Phase 1

Feb 2024

Feb 2024

Design sprint & concept development

Design sprint & concept development

Co-led a design sprint with the NTNL Synod and SolaceVR to frame the core concept — "The Farm" — a VR space built around hard conversations people avoid: faith, money, mental health, making friends. Developed the discipleship journey framework and the three-room structure (Reflect, Mingle, Explore) that anchored the environment's design.

Co-led a design sprint with the NTNL Synod and SolaceVR to frame the core concept — "The Farm" — a VR space built around hard conversations people avoid: faith, money, mental health, making friends. Developed the discipleship journey framework and the three-room structure (Reflect, Mingle, Explore) that anchored the environment's design.

Phase 2

Phase 2

Feb–Mar 2024

Feb–Mar 2024

Persona development & participant recruitment

Persona development & participant recruitment

Developed five user personas spanning gamers, faith seekers, ex-religious community members, and community organizers. Designed the screener and recruited 15+ participants across VR owners, gaming communities, LGBTQ+ seekers, people with disabilities, and active faith community members.

Developed five user personas spanning gamers, faith seekers, ex-religious community members, and community organizers. Designed the screener and recruited 15+ participants across VR owners, gaming communities, LGBTQ+ seekers, people with disabilities, and active faith community members.

Phase 3

Phase 3

Mar–May 2024

Mar–May 2024

Three rounds of iterative usability testing

Three rounds of iterative usability testing

Designed and led three successive rounds of moderated usability sessions on the live 2D rendering of the VR environment — v1 (initial playground), v2 (updated rooms), and v3 (1:1 interviews) — testing the Reflect Room, Lobby, Community Collisions, and Explore Room with think-aloud protocol. Findings fed directly into SolaceVR's next build iteration each round.

Designed and led three successive rounds of moderated usability sessions on the live 2D rendering of the VR environment — v1 (initial playground), v2 (updated rooms), and v3 (1:1 interviews) — testing the Reflect Room, Lobby, Community Collisions, and Explore Room with think-aloud protocol. Findings fed directly into SolaceVR's next build iteration each round.

Phase 4

Phase 4

Jun–Aug 2024

Jun–Aug 2024

Journey mapping & synthesis

Journey mapping & synthesis

Mapped the user journey across all four environment zones — user actions, goals, touchpoints, and emotional responses at each stage. Synthesized findings into design recommendations for SolaceVR ahead of beta launch.

Mapped the user journey across all four environment zones — user actions, goals, touchpoints, and emotional responses at each stage. Synthesized findings into design recommendations for SolaceVR ahead of beta launch.

What research surfaced

01

Safety and privacy were non-negotiable

LGBTQ+ participants and those with past negative church experiences consistently needed visible signals of inclusion before engaging. Explicit affirmation — not just absence of exclusion — mattered.

02

The spiritual dashboard was the standout feature

The personalized wellness dashboard was described as the "wow factor" — but users pushed back on gamification framing. "Spirituality is not supposed to be something you level up" was a recurring critique.

03

The Explore Room resonated most

The ability to submit prayer requests virtually and connect with a minister in a low-pressure, outdoor-feeling space was consistently the highest-rated element. Users wanted deeper 1:1 access, not just ambient presence.

04

Casual entry points reduced spiritual anxiety

Participants who had left church or were exploring faith for the first time responded best to the lightest-touch spaces — debating "is cereal soup?" before discussing theology. The low-stakes on-ramp was essential.

Methods Used

Design sprint facilitation

Persona development

Participant recruitment & screening

Moderated usability testing

Think-aloud protocol

Iterative concept testing

Journey mapping

VR experience research

Insight synthesis

Outcome

Three rounds of testing directly shaped the environment SolaceVR built — from the room structure and dashboard design to the language used throughout and the decision to lead with casual community before spiritual depth. The project was among the earliest applications of structured human-centered design methods to a faith-based VR environment, and demonstrated that the people most worth designing for in this space — seekers, those who've been hurt by religion, those without community — have very specific and researchable needs.

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© 2026 Soraxis Consulting · Design Strategy & Innovation by Aditi Shukla