Purpose:
Exercise focusing on Extended Reality User Experience
Date and Duration:
February 2023, 6 weeks
Tools:
Figma, Rhinoceros, ShapesXR, KeyShot, Adobe Suite
Hardware:
Meta Quest 2
Team:
Instructional Designer, Ena Devedzija UX/XR Designer, Igor Popovic
This project was an exercise in rethinking of the traditional training process and creating a more engaging and effective experience. 3D printing is a revolutionary and complex industry. It can be intimidating to anyone new to the field. As this field is inherently three-dimensional, it seems rather impractical to try and teach it using a two-dimensional approach. Since this project had an element of training, I teamed up with an instructional designer to draw on her pedagogical knowledge to develop an even more effective training process.
The Solution
Virtual Reality is becoming an increasingly popular tool for training in a variety of fields, including medicine, aviation, military, and more. - A Safe and Controlled Environment: VR provides learners with an environment where they can practice and experiment without the risk of real-life consequences. - Realistic Scenarios: Virtual reality can create realistic scenarios that would be difficult or impossible to replicate in real life, such as extreme weather conditions or rare medical emergencies. - Cost-effective: Virtual reality training can be more cost-effective than traditional training methods. It eliminates the need for expensive equipment, travel costs, and physical infrastructure. - Consistency: Virtual reality ensures consistent training experiences across all learners, which can be challenging to achieve with traditional training methods. Every learner receives the same information and is exposed to the same scenarios, leading to more standardized results. - Engaging and Memorable: Virtual reality is a highly engaging and memorable form of training. It allows learners to interact with the content in a way that traditional methods cannot replicate. This increased engagement can lead to better retention and application of knowledge.
Discover
I’m omitting a few types of research here due to limited resources and the fact that this is an exercise. - If this project was for a larger organization I would include key stakeholder interviews to gather important insights into business requirements to better define the project scope. - Discovery of existing technologies and infrastructure within the organization - I would be drawing on the knowledge of any available SMEs. - User focus groups with qualified employees would be a great way to gain their perspective on the current onboarding methods. I would focus on mapping out the existing state of training and how it relates to the employees’ expected duties.
Content Audit
To create a more effective training program for 3D printing I had to understand what the current status quo is. I had to perform a content audit of the traditional user onboarding process. Reviewing documentation provided with typical 3D printers I quickly noticed a repeating issue when it comes to training new users. Low resolution graphics fail at conveying enough detail for the user to properly understand how to use, maintain and troubleshoot their 3D printer. See examples below. Due to the complexity of operating these devices - intricate parts combined with the necessary mechanical skills - simple 2-dimensional diagrams and truncated instructions are not enough. We must look to new learning technologies and pedagogies.
Task Analysis - Existing
During my content audit I realized that the content and structure of a typical 3D printer user’s manual provided me with a good foundation. I created the task map below and moved forward with transforming a plain 2D manual into what will become an interactive and enveloping experience.
Task Analysis - Proposed
After thorough exploration of the essential tasks and careful consideration of the new training medium, I developed the following list of tasks. Major changes are located at the start and end of the process. First the user is briefed on their upcoming VR journey so they know what to expect and how to get the most out of the training. To successfully complete the program they are tested on their newly acquired knowledge to ensure that training was effective.

Learning Outcomes
After completing this VR training, users will be able to; - Recognize printer components and associated safety risks. - Set up and finetune a 3D printer. - Determine and resolve common 3D printer issues. - Identify the steps necessary to print a simple 3D model.
Mockup - Low Fidelity
With lo-fi mockups came the opportunity to start working on the UI and the feel of the product. VR experiences are most effective when mimicking elements in real life, as such I wanted to make the user feel like they are actually in a classroom with an instructor. Then, I went a step further and gave the user a few super-human powers that help them see the 3D printer in detail that is impossible with a naked eye. Keeping in mind the important points gathered from my research I added the following elements; - Auditory narration to describe details and guide the experience. - Concise info panel for summarizing information and providing easy user controls. - Visual presentation in the form of a 3D virtual instructor. - High definition presentation of 3D printer parts provide new levels of detail via: o interactive 360 degree visuals, o exploded views of components, o zooming ability. - Location based learning to help with the spatial contiguity element.



























