VR MINING SIM

UX / 2019

UX / VR / RESEARCH / CONTEXTUAL INQUIRY / VISUAL CUES / USABILITY / MICRO-INTERACTIONS
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AT A GLANCE

A platform to train and re-train winder operators which were under development and constant iterations for improvements and fixes. It may have covered most of the base structure and mechanics but is lacking in terms of usability, interactions, and feedback in the system. Upon my onboarding, an early user test was performed.

Initially kicked off by creating a basic VR “best practice” guideline to follow. Field research proved vital in identifying issues in physical space and workflow. Overall, it captured various breakdowns and opportunities revolving around “Physical and cognitive comfort”, “Habituation” as well as “Interactions & feedback”. Designs were implemented with usability first priority in mind. Solutions included visual cues, navigation, spatial audio, and more. Another round of user tests was conducted to compare the results before/after, showing signs of improvement and a clearer path forward.

Ended my journey by leaving future scope prospects such as multi-user simulation encompassing the entire mining ecosystem and analytics integration for tracking and data-driven advancements.

PROJECT UNDER MIGRATION (AMONGST MANY OTHERS)

HESITATION KILLS OPPORTUNITY, REACH OUT

EVERYTHING, EVERYWHERE, ALL AT ONCE...PRETTY MUCH
INSPIRED BY EVERYTHING 
DESIGNED & BUILT BY SIMPLYSID