Sarah Mitrano




Defined and designed a practical use for mixed reality in the modern classroom.

UX Design / UI Design / Motion Design 



Virtual and mixed reality lacked practical applications to bring them into the mainstream. 

In order for a new piece of technology to reach critical mass and change society, it has to be the perfect blend of utility and recreation. Currently, VR technology has taken hold within the recreation and entertainment sphere, but educators would be hard pressed to make the case to their superiors that they need a VR setup in the classroom. 

As part of Moment's summer project team, I worked with four other interns to define a practical, impactful use for virtual or mixed reality in the classroom.



We spoke with educators to understand how they thought about technology in the classroom.


Educator interviews

We learned that in order for teachers to adopt a new technology in the classroom, it has to be more than another distraction. Instead, it must meaningfully enhance a student's understanding of a topic, and help them engage with their teacher and classmates.


Exploring different technologies

We tested several virtual, augmented, and mixed reality technologies to help ourselves get a hands-on feel for the pros and cons of each. 

💬 Ask me in person

What did you learn from testing different alternate reality technologies?



Traditional learning, we discovered, had patterns of bottlenecks and pain points that we could solve for.


💬 Ask me in person

What pain points stood out from your conversations with educators?

User journey

We created a user journey to better understand the specifics of learning drop-offs. From there, we were able to concept ideas and experiences that might improve engagement in different stages of learning.





We developed a 3D prototyping method that allowed us to test and share ideas quickly.


Storyboarding & prototyping for mixed reality

We quickly discovered that paper sketches and two-dimensional mock ups weren't going to cut it for a mixed reality experience. Instead, we found a way to simulate the experience and convey the concept quickly using craft materials and role playing. 

This gave us a much better understanding of how 3D space, perspective, and scale would affect the user's experience, and allowed us to quickly share our vision with others for feedback. 

💬 Ask me in person

Why was it important to prototype in 3D?


Final product

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Frame the reference

Abstract concepts such as aerodynamics become tangible, visible, and easier to understand, getting kids past the “Why am I learning this?” question. 


Facilitate collaboration

Lessons can be structured around a common goal where each student contributes a piece of the project. Peer then helps students observe their collective effort and success.

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Enhance prototyping

Peer reduces normal feedback loops and allows students to quickly iterate on designs, allowing them to rapidly innovate.