Tim Kanellitsas

 VR for Medical Device Training

Role: Unity Developer, UX & Instructional Designer, Prototyper

Concept: Using VR to training operations and maintenance
of medical devices.

 

Summary:

 My role: Unity Developer, Product Manager, UX/Instructional Designer

Project Overview:

  • Designed and developed an interactive 3D virtual reality application to train Roche employees and clients how to use the medical device, Ventana HE 600 System.

  • Built in Unity and deployed to Oculus Quest. Used multiplayer and behavioral analytics for remote coaching and skill measurement.

  • Training Content: What was initially a 2 day, 16 hour course was compressed into a 35 minute VR experience.

  • Instructional Design: The training solution revolved around instructional narrations, interactive learning exercises (to teach operational and maintenance workflows and techniques), and knowledge checks (to evaluate both comprehension and retention). Results: Users consistently reported high NPS scores and demonstrated higher retention rates. Pilot study is still in progress, and is demonstrating clear signs of worker performance improvement.


Milestones and Process:

  1. Storyboard with Client

  2. User Abilities Mapped

  3. Feature List

  4. Prototypes, Unknowns, and Uncertainties List

  5. UI Wireframes

  6. UI Prototype in Figma (and approved by stakeholder)

  7. UI Integrated in Unity 

  8. Prototype Development & Tests

  9. Multiplayer integration

  10. Backend Integration 

  11. Lesson 1 Built and Tested

  12. UI Polished

  13. Lesson 2, Lesson 3, Lesson 4, Lesson 5

  14. Roll Out

  15. Evaluation

  16. Iteration

Roadmap & Next Steps:

  1. Increase accessibility with AR companion and Desktop companion applications

  2. Programmatically generated knowledge checks based on user proficiency

Prototypes & Rapid Tests:

  1. Procedural User Interface

  2. Google Sheets-based CMS to modify the narrative script and text in knowledge checks.

  3. Knowledge Checks and Assessment Methodology

  4. Learning Experience: Core Learning Loop

  5. AR Tutoring

Key Challenges:

  1. Onboarding

  2. Data structure and organization (flat data)

  3. Performance: complicated machine leading to expensive rendering

Tech Stack:

  1. Unity

  2. Oculus Quest

  3. Firebase

  4. Rest SDK


Key Features:

  1. User Authentication

  2. User Onboarding

  3. Performance Data Logging (knowledge checks, 

  4. Behavioral Analytics (time in module, application, task, efficiency)

  5. LMS Integration

  6. Locomotion: Walking

  7. Multiplayer Tutoring


Breakthroughs & Decisions:

  1. Using the REST SDK instead of the Unity SDK with Firebase, for headset-based data collection tracking.

  2. Distance grab to explore, + other simple interactions

  3. Walking Locomotion > Blink Teleportation

  4. Setting context