top of page
Virtual-Reality-Headset_edited.jpg

MARCH 2023

IDEAL VR LEARNING EXPERIENCE

Creating an Ideal VR Learning Experience framework for design students to increase ease of learning the technology. 

    UX Research    

Lextant

Research & Insight Translation

Certification

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

​

​Timeline: Sep 2023 - Nov 2023 (10 weeks)

​

Team: 5 members

​

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

​​

There's much hesitation in introducing Virtual Reality in the design curriculum despite it having great economic value in coming years. 

​

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

  1. What are challenges in learning Virtual Reality tools?

  2. ​What is the ideal setup for learning Virtual Reality tools?

  3. ​What is the ideal curriculum for learning Virtual Reality tools?

Process

 

​

Identify               Data                     Data                    Finding                  Client                                    

Problem​           collection              Analysis                  Insight                 Booklet                                                                                        

Research Protocol

15+

Desk Research

  • About Technology

  • Market Research

  • Tech Adaption Barriers

  • VR in Design Education

Observational Research

4

11

Interviews

7

Cultural Probe

  • Virtual Reality  Lecture classes

  • Students working on Virtual Reality assignments

  • Student

  • Faculty

  • Students

  • Faculty Members

Research Ecosystem

Technology

Student & Faculty

Curriculum

Software​​         Headset

image.png
image.png

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.

image.png

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.

image.png

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.

​

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.

​​

​​

​

​

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.

​

​​​

​

​

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."

​​

     Faculty Member, 38

I AM PRODUCTIVE

It offers intersectional learning which expands through different fields.

​

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.

​​

​​

​

​

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.

​

​​​

​

​

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

​

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.

​​

​​

​

​

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.

​

​​​

​

​

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.

​

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.

​​

​

The academic institutions should provide students with equipment (hardware as well as software) free of time boundation and long procedures.​​

​​

​

The universities should provide specialists and not generalists to help the students with their learning challenges regularly.

​​​​​​

​

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

WhatsApp Image 2023-01-30 at 10_26_06 (3).webp

Observational Research : Student

WhatsApp Image 2023-01-30 at 10_23_05.webp

Observational Research : Lecture

Appendix

Coding

image.png

Cultural Probe

image.png
image.png

Categories

image.png
image.png

More Projects

USER RESEARCH & STRATEGY

AUG 2024

Conference

to be presented in

FACILITATING CREATIVE THINKING

4_edited_edited_edited.jpg

WORKSHOP FACILITATION & STRATEGY

image.png
Navigating AI Disruption

NAVIGATING GENERATIVE AI DISRUPTION

image.png
bottom of page