Team
Myself (UX & Interaction Designer)
3D modellers
Unity developer
Tools
Adobe XD
Adobe Photoshop
HTC Vive Pro
Timeline
7 months
2021-22
Due to the sensitive nature of the project, details and branding elements are not disclosed due to a Non-Disclosure Agreement (NDA).
Brief
We were tasked with designing an immersive VR training experience for a major Pharmaceutics brand that revamp the existing modes of training.
Problem
Goals
Create an immersive training experience that allows users to learn, apply and practice the LOTO procedure for the specific equipments that will be more contextual to on-site equipment, ensure better rentention and allows
Process
- Understand the needs and challenges using interviews with users, SMEs and observations
- Study existing training materials
- Define learning objectives and requirements
User Research
- Strategising the solution and planning sprint modules for various equipments
- Mapping user flows and ideating the solutions using low fidelity storyboards.
- Planning environmental details
Brainstorming solutions
- Acquiring stakeholder buy-in and identifying asset requirements
- Designing interactions and creating detailed high fidelity storyboards for development
- Creating required 3D assets, UI and environments
Idenifying and Creating assets
- Developing a MVP using Unity to validate core functionality
- Incorporating feedback to improve and optimize future sprints
Iterative testing & feedback
Outcomes
We received very positive feedback from the clients on the VR application. VR training was reported to be faster to train with and more engaging than traditional methods, potentially reducing overall training time and costs.
Reflections
There were a lot of learning and challenges while designing the experience compared to traditional interfaces primarily working in 3D and the autonomy that is available to the users
- Designing for physical limitations: Optimizing the duration of experiences and planning interaction that cater to physical limitations and knowledge of the users. There were also limited information available on best practices as a lack of XR specific brand guidelines.