Wellness & Health

Design process for Zen Eye Pro, VR Stress Check - Pico 4 Enterprise

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Project Background

Existing mental fatigue tools don't work outside a lab. Questionnaires are subjective. EEG and HRV require clinical setups. Neither scales, neither takes under five minutes, and neither gives you a number you can act on. NeuralPort had a different approach: gaze behaviour and blink patterns are direct markers of cognitive state and unlike self-report, they can't be consciously faked because your eyes does not lie.



A project that started as academic research at Osaka University, spun off into a company in 2020. By late 2022, they had a working technical prototype , proof the science could run on a VR headset.That's where I came in. I joined in December 2022, at beta launch.

The challenge was building a VR product that could extract that signal cleanly, at speed, in real-world conditions. That required UX that didn't get in the way.

Why understanding stress / tension some people call it  matter ? Stress is a natural reaction of the body, resulting from demanding circumstances where the brain activates the “fight or flight” mode. In sports, one application of NeuralPort is to find the optimal level of stress that triggers the brain to increase the level of fight to be able to compete effectively. By identifying this level and correlating it with actual on-field performance, athletes can have personalized training that ensures they maintain that optimal stress level for peak performance before entering the field. At the moment, we’re using the Pico 4 Enterprise headset for Zen Eye Pro.

My role and design brief

The brief was clean data collection. That meant earning trust from the first screen, an experience calm enough to relax into, clear enough that nothing prompted a second thought, short enough that there was no time to tense up. If the user isn't settled, the measurement is already compromised.

Delivered across the full pipeline as the XR UI/UX Designer working directly with a developer: interaction model and spatial UI designed in Figma, spatially prototyped in ShapesXR, handed off in Unity.


Design Principle

In most UX, you design for engagement. Here we design for the opposite. The more present the interface feels, the worse the product performs. Before any design decisions were made, the process started by mapping what the user would actually experience , not as a task flow, but as a series of physical moments.


Three friction points emerged from that design thinking the environment they entered, the time they had to think, and what they were shown at the end and with that we decided to make a user flow to remove any possible frictions and thinking from the experience.

User Flow Low Fidelity Wireframes
Project small image
Project small image
Design process

A flow designed to prevent second-guessing

Home → Explanation → Measurement → Assessment. The measurement window was fixed by the science team ,700ms stimulus onset, 5 seconds active, 800ms close. My job was designing everything around that constraint: an Explanation screen tight enough that users arrived at the measurement phase settled, not mid-thought, and a transition out that didn't fracture the experience. Four steps because five would give users too long to think. Under two minutes end to end.

UI Approach : Gaze Interaction for User Comfort and Precision

To ensure comfortable gaze interactions, The ±60° comfort zone maps to the natural range of comfortable horizontal eye movement without head rotation ,beyond that, users compensate physically. Any strain or micro-adjustment changes their blink state. The 1.5m interaction radius keeps all elements within comfortable focus depth, removing any need to refocus or lean. Key Findings from Testing:To maintain comfort and prevent strain, the following should be avoided:

  • Gaze angle greater than 10° above the horizon
  • Gaze angle greater than 60° below the horizon
  • Neck rotation exceeding 45° above the horizon

Approaches in UI Placements in Gaze

Object placed within 0-60 degree to -0 to -60 degree( horizontally and vertically ) for gaze interaction within 90 degree POV

Spatial UI Layout : In this case, i place the interactive elements within a 1.5-meter radius ensures comfortable interaction , while we make the content changes automatically as needed without requiring users to stretch left and right too much.

The result screen as an information design problem

The output is a brain fatigue percentage from a segmented AI model that behaves differently depending on which fatigue cohort the user falls into — at low fatigue, longer blinks indicate relaxation; at high fatigue, the same signal means worse cognitive load. The model segments before it interprets. A flat readout would have been wrong for a significant portion of users.

The design decisions visible in the screen: The label reads "Current Score"and not "Fatigue Score," not "Stress Level." A deliberate framing choice for a data point that will be actionable with overtime usage.


Prototype in ShapesXR

Made in ShapesXR

High Fidelity Product


What the prototype manage to confirmed

Validated with 61 participants in real-world conditions (not lab) with a mean score of 44.20%, matching Japan's population average of 44%. The tool detected statistically significant fatigue reductions from both a 5-minute mindfulness session (−18.85%, p<0.001) and a 2-minute aromatherapy session (−14.47%, p<0.001). The fact that characteristic gaze patterns emerged without strict experimental control confirmed the approach works outside controlled environments , which was always the point. The paper is now published in VR Medical Science (VR医学), Vol. 25, No. 1, 2026. , here

Zen Eye Pro presentation in Smart City Expo 2024 , with JETRO and Japan Pavilions

900+ assessments

Osaka-Kansai Expo 2025

performance monitoring, 2026 season

Honda baseball club

clinical POC, paediatric patients, pre-operation anxiety reduction

Kyushu Hospital, Fukuoka

Expanding into ZEN-EYE performance glasses

Yamamoto Kogaku (Japan's leading eyewear)

What I Bring to This Type of Brief

The ability to design in domains with no UX precedent , where the constraints come from the science, not only design system, and where the interface has to hold up under conditions the user can't control. If you're building XR where the stakes are real and the design problem isn't obvious yet , count me in to be part of that.

CEO, Neuralport.Inc | Forbes JAPAN Women In Tech TOP30
I work with Sonya at my startup, where her XR design expertise and broad skill set—including pitch creation, networking, diplomacy, and data analysis—are invaluable. She’s a hardworking, talented, and highly motivated person. I'm very happy to work with her.
Sr. Engineer XR at Qualcomm
I worked with Sonya on a VR app project, where her punctuality, creativity, and attention to detail kept us on track. Her stunning, user-friendly UI designs made a huge impact, and collaborating with her was a smooth, enjoyable experience. I'd gladly work with her again.
Technical Engineer Researcher, Osaka University
I've worked with Sonya over the past years, and she's proven to be an exceptional designer with strong communication skills. Sonya played a vital role in designing the audiovisual interface for our XR application, quickly aligning with the product concept and delivering impactful results. I give my best recommendation.
CEO at XR Wellness | XR for hospital patients
I had the pleasure of working with Sonya on two VR projects. She is highly creative and brings a lot to a project, she works efficiently and is dedicated to what she does, testing the final versions until she's sure their perfect. She has a lot of creative ideas - a grand professional! Thanks Sonya I hope to work with you again in future projects.
CEO, Kariboo VR - Immersive Streaming
Sonya is an exceptional XR UI/UX designer. Her thoughtful approach to design played a pivotal role in the development of our XR movie streaming app. Sonya's ability to craft user-centric interfaces and immersive experiences not only enhanced the app's functionality but also streamlined the workflow for our development team. Her designs fostered clear communication across departments with a lasting positive impact on both the product and our team’s efficiency. Sonya’s expertise and dedication make her an invaluable asset to any project.
CEO, Exuberante Caos Associação | Immersive Mural
We had the pleasure of working with Sonya on our AR Scavenger Hunt project, we couldn’t be happier with the results. She is a talented XR Designer with expertise in UI/UX Design and Web AR Onirix to implement gamification & geolocation, with clear communication. We highly recommend Sonya for any AR/VR project!
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