BodyMap VR: Medical Imaging Feature

Bridging anatomy learning through immersive imaging

Roles

UX/UI Designer Stakeholder interviews, information architecture, wireframes, and prototypes

Duration

8 weeks (Oct - Dec 2022)

MAI

Company

MAI

MAI

Team

2 Designers 1 VR Developer

MAI

Tools

Figma, Unreal Engine

MAI

Overview

At MAI, I was responsible for the design for BodyMap, a VR anatomy platform helping students connect textbook knowledge to real-life anatomy.

I designed a key feature that integrates radiographic images with interactive 3D human models, improving spatial understanding in immersive VR.

The feature successfully launched in early 2023 and contributed to broader adoption across educational institutions.

Students struggled to connect 2D images to 3D anatomy

Through conversations with resellers and anatomy professors, we consistently heard the same concern: students had difficulty translating textbook-style images into practical anatomical understanding. This disconnect hurt their confidence and slowed down the learning process.

Traditional tools weren’t closing the gap—slides and videos are static, while cadavers are expensive and limited in availability.

We saw an opportunity to leverage VR:

An immersive medium uniquely suited for spatial learning. By combining radiographic imaging with interactive 3D models, we aimed to help students visualize anatomy in context, rotate it, explore it, and build genuine spatial intuition.

We achieved

Today, BodyMap’s medical imaging feature is live and helping students better understand spatial anatomy across institutions. It has expanded access to immersive learning and strengthened BodyMap’s adoption across the education space.

User Research

Uncovering problems through stakeholder interviews

To validate the problem and shape our direction, we ran a rapid competitor audit and spoke with medical professionals and students.

Through user interviews, we found that learners rarely study anatomy by isolated organs. Instead, they think regionally: comparing cross-sections and body areas to understand how structures relate.

Design Approach

Users think in regions, not isolated parts

Our research showed that learners understand anatomy by region—like the digestive system or carpal tunnel—not by standalone organs. To reflect this, we restructured the way users access medical images.

Next, we needed to figure out how to integrate this feature seamlessly into the existing experience:

Design Solution

I mapped out the user flow, sketched the information architecture, and built wireframes in Figma to guide the experience.

From floating cards to a focused, image-first MVP

I designed a Floating Card layout to present anatomical details—definitions, images, clinical relevance—with expandable dropdowns to reduce visual clutter and allow users to access deeper content only when needed.

However, through testing in VR, we found that too much text disrupted the immersive experience. As a result, we refined the MVP to focus on medical image viewing, delivering clarity and better spatial interaction in 3D space.

Organizing Medical Images for Spatial Learning

To improve spatial understanding and streamline navigation, I organized medical images by anatomical region and modality. I categorized them into two intuitive types: cadaver images as realistic tissue references, and radiographic images such as CT, MRI, and ultrasound scans for cross-sectional views.

To help users orient themselves within the 3D space, I introduced a cube-view indicator that shows the image plane in relation to the body. I also ensured that each image was clearly labeled by region and type within the library menu. This structure gave learners confidence as they explored anatomy—allowing them to study by area and switch easily between image types, enhancing their spatial and clinical understanding.

Prototyping & Final Design

Once the layout was finalized, our developer prototyped it in Unreal Engine based on my designs. I then handled final UI adjustments and conducted in-headset testing to fine-tune spatial usability.

Reflections

This was my first time designing for VR, and it really showed me how different immersive interfaces are from traditional 2D design. I have to think about 360° environments, which open up more possibilities, but also add complexity.


One major challenge was the lack of established UI guidelines for VR. We had to create our own—testing directly in Unreal and carefully scaling elements in Figma to make sure everything felt right in the immersive space. I also realized that accessibility in VR is still underexplored: something I aim to prioritize more in future immersive projects.


I also saw how important it is to bridge communication styles when working with developers and stakeholders from different backgrounds. For example, I found that using visuals — like annotated user flows or diagrams — really helps us communicate clearly.

©2025 Pinyun Wang

Developed with Coffee & Love | Last updated 2025-11-05

©2025 Pinyun Wang

Developed with Coffee & Love | Last updated 2025-11-05

©2025 Pinyun Wang

Developed with Coffee & Love | Last updated 2025-11-05