VR as a tool for training

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We used 3D technology to simulate where Whirlpool’s technicians could train virtually from anywhere and still learn in a hands-on way—gaining valuable expertise by simulating changing parts within the various appliances in virtual reality.

Being able to visualize any part or appliance model, inside and out, was a real game changer for Whirlpool. This new approach is part of Whirlpool innovation program, which seeks significant transformation in the business.

UI Build from scratch

Working on uncharted territory. We had to do re-search for weeks until we finally were able to create the User Interface for the training sessions. We build it completely from scratch. This means a lot of experimentation, until we got it right.

 

Training technicians
from anywhere

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Logistics around large appliances and repair technicians has always been a challenge and unsavory business expense. What if repair technicians could just download the new model?
This is what we built. A tool to educate repair technicians on new models before they ever leave the factory.

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Environment

The virtual environment gives users their first impression, and can set the tone when entering an experience.

The goal:

  • Simple, minimize distraction

  • Not a traditional repair facility

  • Give users the feeling of Whirlpool’s brand

  • Provide ample lighting, without introducing too much visual fatigue

Interface

VR interface design is in its own arena of digital design.

What we used:

  • Laser pointer selection

  • Interaction design to guide user’s position/stance and selectable items.

  • Large, poster-style ui with selectable tiles for system menus

  • Virtual whiteboards for instructions within the experience (with voiceover)

 
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Experience

Purpose in the experience was first and foremost. Repair technicians needed reduced cognitive load in the virtual environment to achieve training goals. Using elements of gamification and other interactions metaphors help add value in making a realistic and enjoyable tool.

Experience Goals:

  • Show users progression comparisons to give a sense of personal development

  • Hint at the collection of KPIs to then be reported back to supervisors

  • Include accurate and simplistic instructions, aided by voiceover

  • Minimize time/effort spent in menus in favor of focusing time on tutorials

  • Let user remain stationary when not interacting with an object in tutorial mode

  • Automate basic known interactions to minimize frustration/time required (turning a screwdriver to unscrew something)

 

Forging a framework

Synthesizing this information, we developed some guidelines for us to design within. This process of starting to define best practices was one of the most exciting challenges we have had the chance to work on.

Some initial best practices:

  • Avoid forced movement for the user (motion sickness)

  • Keep text in the center of user’s field of view (FOV)

  • Guide users with animation/voice over when UI appears outside of FOV

  • Keep interaction as consistent as possible between menus and experience

  • Render controllers for complex interactions

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TEAM MEMBERS
CD & VIsual Design:
Fede Abrahams
AD & Visual Design:
Thomas Nebesar
Ux:
Theo Thompson
Product Dev:
VMG San Jose, CA