Product Sense: Explore Real-World Destinations Remotely With Virtual Travel

Quick Overview

A product sense exercise asking how to design an experience that lets people explore real-world destinations without traveling there. It tests choosing a target user segment, identifying that segment's pain points, prioritizing a first version that goes beyond passive video, and defining success metrics, guardrails and risks.

Product Sense: Explore Real-World Destinations Remotely With Virtual Travel

Company: Meta

Role: Product Manager

Category: Product Design & Strategy

Difficulty: medium

Interview Round: Other

Design an experience that lets people explore real-world destinations, such as cities, landmarks and natural sites, without physically traveling there. Decide whom it is for and what problem it solves for them, describe the experience, choose what to build first, and explain how you would measure whether it works. ```hint Why not just watch a video? Ask what a person gets from a virtual visit that photos or a travel video cannot give them, and which group of people values that difference most. ``` ### Clarifying Questions - Which devices should it target: VR headsets such as Meta's Quest line, phones and the web, or both? - Is the main aim to stand in for travel for people who cannot go, or to help people preview and plan a real trip? - Are visits solo, or can friends, family or a live guide share the same session? - Is there a business goal attached, such as engagement on an existing platform, a paid product, or partnerships with tourism boards and attractions? ### What a Strong Answer Covers - A clear reason for the product to exist and a chosen user segment, picked over named alternatives. - Pain points specific to that segment rather than general statements about travel being expensive. - An experience that goes beyond passive 360-degree video, with a prioritized first version. - Success metrics that show lasting value, such as return visits and shared sessions, with guardrails like motion discomfort. - Risks around content supply, device reach and respectful treatment of real places. ### Follow-up Questions - The first version gets strong ratings after the first session, but few people come back. What do you change? - How would you supply enough high-quality destinations without capturing every one yourself? - Would you charge for any part of it, and what would people pay for?

Overview: A product sense exercise asking how to design an experience that lets people explore real-world destinations without traveling there. It tests choosing a target user segment, identifying that segment's pain points, prioritizing a first version that goes beyond passive video, and defining success metrics, guardrails and risks.

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Meta
Nov 27, 2025
mediumProduct ManagerOtherProduct Design & Strategy
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Design an experience that lets people explore real-world destinations, such as cities, landmarks and natural sites, without physically traveling there. Decide whom it is for and what problem it solves for them, describe the experience, choose what to build first, and explain how you would measure whether it works.

Clarifying Questions Guidance

  • Which devices should it target: VR headsets such as Meta's Quest line, phones and the web, or both?
  • Is the main aim to stand in for travel for people who cannot go, or to help people preview and plan a real trip?
  • Are visits solo, or can friends, family or a live guide share the same session?
  • Is there a business goal attached, such as engagement on an existing platform, a paid product, or partnerships with tourism boards and attractions?

What a Strong Answer Covers Guidance

  • A clear reason for the product to exist and a chosen user segment, picked over named alternatives.
  • Pain points specific to that segment rather than general statements about travel being expensive.
  • An experience that goes beyond passive 360-degree video, with a prioritized first version.
  • Success metrics that show lasting value, such as return visits and shared sessions, with guardrails like motion discomfort.
  • Risks around content supply, device reach and respectful treatment of real places.

Follow-up Questions Guidance

  • The first version gets strong ratings after the first session, but few people come back. What do you change?
  • How would you supply enough high-quality destinations without capturing every one yourself?
  • Would you charge for any part of it, and what would people pay for?