Framework for ideal Virtual Reality learning experience in Design Education
Background
Virtual reality (VR) technology is rapidly expanding, generating significant interest among students. However, many design institutions have yet to incorporate VR into their curricula. In 2022 less than 30% educational institutes provided VR training. This project aims to address this gap by developing a framework for design schools to effectively integrate VR into their educational programs.
Role: User Researcher
Tools: Miro Board, Microsoft Excel
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​Timeline: Sep 2023 - Nov 2023 (10 weeks)
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Team: 5 members
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Research Methods: Desk Research
Moderated User Interview
Contextual Enquiry
Card Sorting
Goal
Identify framework to ease teaching and learning experience of Virtual Reality technology in academic institute setup, to create future proof students.
Problem Statement
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There's much hesitation in introducing Virtual Reality in the design curriculum despite it having great economic value in coming years.
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The global virtual reality market size is projected to grow from USD 16.67 billion in 2022 to USD 227.34 billion by 2029.
Research Questions
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What are challenges in learning Virtual Reality tools?
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​What is the ideal setup for learning Virtual Reality tools?
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​What is the ideal curriculum for learning Virtual Reality tools?
Process
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Identify Data Data Finding Client
Problem​ collection Analysis Insight Booklet
Research Protocol
15+
Desk Research
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About Technology
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Market Research
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Tech Adaption Barriers
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VR in Design Education
Observational Research
4
11
Interviews
7
Cultural Probe
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Virtual Reality Lecture classes
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Students working on Virtual Reality assignments
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Student
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Faculty
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Students
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Faculty Members
Research Ecosystem
Technology
Student & Faculty
Curriculum
Software​​ Headset


Meta Quest 3
Personas
Students
This stakeholder is the change maker and forebearer of the technology.​​
Faculty
Faculty member's major responsibility entails having students do quality work that's fit for the industry standards.​​
Affinity Diagram
After conducting user research and gathering data, an affinity diagram helped to cluster related observations to find insights.

Design Deliverable
The ideal experience of learning ARVR brings a feeling of certainty to the students and faculty members during the teaching and learning experience.


Ideal Experience
I FEEL CERTAIN
The ideal experience of learning AR/VR makes the user feel certain because it helps them execute all their tasks with greater efficiency and expertise in the subject matter.
Insights
​I AM CONFIDENT
It encourages the user to become self reliant and accomplish their goals.
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Because of
ADVANCED TECHNOLOGY
It allows the user to go through their everyday work with ease by fixing technical bugs and setbacks.

The software should be able to solve the frequent glitches, accommodate a high number of polycounts and still work efficiently.
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The technology should be able to cater to all the user’s needs from setting up and loading the software to presenting via VR equipment and uploading curated files anywhere with ease.
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There should be enough awareness and knowledge regarding the frequent updates happening in the technology so that everyone can get familiarised with its benefits and work according to it.
"Other challenges would be, how to
stick to a production pipeline that
has industry standards."
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Faculty Member, 38
I AM PRODUCTIVE
It offers intersectional learning which expands through different fields.
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Because of
INCLUSIVE CURRICULUM
With projects involving a collaborative approach with XR and MR software to learn and experiment with and expand the scope of academic projects.

It should allow lesser screen time to nullify the unhealthy effects on eyesight and students can easily adapt to it without getting motion-sick.
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The industry landscape is changing very rapidly and hence the curriculum should be regularly updated and constantly modified to compliment the technological as well as occupational advancements.
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The projects should cater to different headset preferences among students for learning & using. This includes factors like level of optimization and ease of working and operating within groups.
"I would like to see more stuff that is
not game focused."
Student, 22
I AM FULFILLED
It enhances the learning opportunities and project outcomes via collaborations
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Because of
PROGRESSIVE COLLABORATIONS
It offers interdisciplinary collaborations with the fields that can help students diversify according to their interest and gain exposure across disciplines.

The project work and scope should diversify among unconventional fields, design or otherwise so that students can help various sectors exceed via this technology.
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The existing curriculum for other design disciplines should accommodate AR/VR in them considering the rapid expansion and diffusion in the education as well as professional industry.
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The adoption of AR/VR should expand beyond gaming and healthcare sectors to other relevant sectors to gain the maximum advantage.
"While using a VR headset, one
person is enjoying and the rest of
them are a little bit annoyed."
Student, 22
I AM SATISFIED
It makes the user feel content and perform their day to day tasks with ease.
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Because of
EQUIPPED ACADEMIC BASE
It gives the user the freedom to use and access AR/VR facilities within their given work environment.

This would enable the users to view as well as showcase their work in a way where multiple people can experience their work in the virtual reality space - something like 360 or 180 LED screens.
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The academic institutions should provide students with equipment (hardware as well as software) free of time boundation and long procedures.​​
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The universities should provide specialists and not generalists to help the students with their learning challenges regularly.
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The classroom infrastructure/setup should be a collaborative platform which can offer students to work with the highest efficiency of presenting, producing and testing.
"It is just about increasing the basic
accessibility of the VR gadgets to
students."
Faculty Member, 52

Observational Research : Student

Observational Research : Lecture
Appendix
Coding

Cultural Probe


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