There’s no question that the hype and demand for virtual reality is on the rise in 2016. Before the debut of the Oculus Rift in 2012, consumer-oriented virtual reality devices were scarce, often featured in amusement parks or as technical prototypes. Virtual reality gives users the ability to experience amazing and unusual experiences in an immersive environment. While virtual reality has been present since 1965, there are still plenty of design questions left to be defined. Josh Kohn’s thesis project aims to define one those areas.