VR Training Design

  • Leveraging emerging technologies is crucial for staying competitive. Historically, early adopters have enjoyed the benefits of being at the forefront of cutting-edge products. With this in mind, I got involved in our latest VR training initiative. It's important to clarify that I spearheaded the development of the course's pedagogical approach, content design, structure, and overarching architecture. In collaboration with a vendor, my designs and concepts were then transformed into a training application for the Oculus Rift.

    In the wake of the post-COVID economic challenges, the company aimed to maintain training quality while reducing expenses. Traditional in-person training, with its associated costs like airfare, accommodation, meals, and car rentals for technicians attending sessions at a Training Center, was proving to be costly. Recognizing this, we pivoted to VR training, offering a cost-effective solution without compromising on the quality of instruction.

    The project I worked on was to convert our In-person Generic Crane Course to something that could be completed remotely. Before, this course necessitated traveling to a Training Center to get hands-on training with an actual crane for several days. The idea was to accomplish the same goals as the original course in VR with a true-to-life feel that would still transfer the knowledge needed. To accomplish this I start with a brainstorming session with Subject Matter Experts (SMEs) and project managers to discover what exactly we are looking to accomplish. I would then travel to the Denmark Training Center to get my hands on an actual crane along with our vendors.

  • Instructional Design

    Testing

    Script Writing

    Collaborate

    Create a Video Tutorial

  • Wind Industry Technicians

  • Oculus Rift, PowerPoint, Microsoft Word, Adobe Acrobat, Photoshop

Workshop:

  • Visited the Denmark Training Center with vendors for direct engagement with the Crane.

    Experienced the existing course as potential technicians, understanding material for VR transition.

    Noted crucial details like hydraulic delays for authenticity.

    Updated the Educational Instructional (EI) with VR-specific insights and coordinated a review with vendors.


Brainstorming/Draft Creation:

  • Discussed the updated EI in detail during a dedicated meeting.

    Suggested adaptations for the practical training components for VR, marking these in beige.

    Shared preliminary ideas for further exploration during the project's development.

    Set a shared design direction, exploring VR-specific features and resolving EI uncertainties.

    Gained consensus and prepared to move forward.



Testing/Revisions

  • Opted for the AGILE instructional design approach due to the project's evolving demands.

    Rolled out and tested beta versions as the project progressed.

    Provided consistent feedback and updates to the EI based on insights from SMEs and personal evaluations.

    After numerous iterations over months, finalized the polished version.

    Created a video tutorial to assist users, especially VR novices, ensuring a smooth course experience.


Results and Takeaways:

  • Achieved global acceptance and was translated into several languages: Chinese, Spanish, Danish, Hindi, Portuguese, German, and more.

    Received positive feedback from experienced crane users on the VR crane's realistic representation.

    Technicians trained in VR demonstrated skills equivalent to those trained in-person.

    The transition to VR significantly reduced costs.

    Success led to considerations for further VR adaptations.