IMPULSE #3: Exploring VR/AR in Industrial Applications through AVL Octoberfest and the TCV VR App Launch

IMPULSE #2: A Journey of Heritage and Design Through Dahomey

The treasures in the film were more than artifacts; they were symbols of a people’s history and pride. Diop’s creative decision to give these objects a voice—allowing them to narrate their journey home—felt deeply symbolic. It was a reminder of how our stories, whether told through artifacts or digital interfaces, have the power to heal, educate, and inspire.

KIZ RoyalKino Graz

https://de.wikipedia.org/wiki/Dahomey_(Film)

IMPULSE #1: Discovering My Path Through the World Usability Congress

At this stage of my studies, I decided to delve into topics that resonate with me and help identify the best subject for my master’s thesis. To achieve this, I sought experiences that could guide me toward discovering my strengths and interests. One such experience was attending the World Usability Congress—a pivotal event that marked my journey of self-discovery and growth.

I chose to participate as a volunteer, a decision driven by my desire to gain a broader perspective on the congress and acquire firsthand experience. As an interaction designer, my primary goal is to create meaningful products for users. However, I often find myself held back by shyness. Volunteering presented an opportunity to push beyond my comfort zone, meet new people, and engage in meaningful conversations. This experience not only helped me grow as a professional but also enriched my understanding of the user experience (UX) field.

On October 15, 2024, I attended my first talk by Catharin Walker Eure from Nike. Her presentation, The Exciting Landscape of Generative AI for User Experience, was an eye-opener. She introduced various AI tools that can significantly enhance UX research and design while cautioning against their misuse. Her insights were invaluable, and I eagerly noted tools for different applications:

  • Education and E-learning UX Research: Userlytics, Learnosity, and sentiment analysis tools like MonkeyLearn.
  • Automotive Industry: Motive AI, Affective, and CarUX.

These tools expanded my perspective on how AI can support and transform the UX design process, encouraging me to explore their potential applications in my future work.

The following day, October 16, 2024, was a turning point in my journey. I attended several talks, but the highlight was a masterclass led by Claudia Bruckschwaiger titled Conceptual Design – The End of Fear for Decisions. The session was advanced, challenging me to think critically about decision-making in design. I learned valuable strategies for conducting user testing in corporate settings and, perhaps more importantly, how to advocate for better design practices within my teams.

Later that evening, I attended the gala dinner—a vibrant event filled with opportunities to network and interact with experts in the field. The gala revealed a new side of me: someone capable of approaching others, asking thoughtful questions, and genuinely listening.

One of the most impactful exchanges I had was with Claudio Zeni and Gerhard Kühne. They introduced me to innovative solutions for people with disabilities, such as virtual reality glasses designed for blind individuals. Until that moment, I hadn’t realized the extent to which technology could empower and transform lives. Listening to their experiences and learning about their work reminded me that in design, there are no limits—only opportunities to make a difference.

While the primary purpose of this exploration was to find a direction for my master’s thesis, the experience transcended that goal. The World Usability Congress became an adventure—a journey of personal and professional growth. I gained not only new knowledge and tools but also a deeper appreciation for what design can achieve.

The conversations, workshops, and exchanges inspired me to think beyond my immediate goals. They reminded me of the broader role of designers in shaping a more inclusive and innovative world. For me, this journey isn’t just about learning; it’s about contributing to the design community and discovering what we can collectively achieve.

The World Usability Congress was more than just an event; it was a catalyst for self-discovery. It helped me identify areas for improvement, such as stepping out of my comfort zone, and introduced me to tools and practices that will guide my future work. Most importantly, it reaffirmed my belief in the limitless potential of design to solve problems and create meaningful experiences.

As I continue this journey, I am excited to explore new horizons, embrace challenges, and contribute to the ever-evolving field of UX design.

Evaluation of the “Interaction design  for professional virtual reality training  “ MSc. Thesis Industrial Design Engineering Human Technology Relations University of Twente

Thesis Overview

Author: Tom Simons

Title: Interaction design for professional virtual reality training applications

The world of professional training is evolving, and Virtual Reality (VR) stands at the forefront of this transformation. In my exploration of good solutions that suits my thesis, I came across an intriguing master’s thesis by Tom Simons, which focuses on the application of VR in training KLM Royal Dutch Airlines’ cabin crew. This research not only shows the way for a more immersive training environment but also sets a benchmark for future training technologies.

 Level of Design:

Simons’ thesis demonstrates a meticulous approach to interaction design, focusing on optimizing the user experience in a virtual environment. By developing a VR model specifically tailored for cabin crew training, Simons highlights the potential of VR to enhance learning outcomes through realistic, engaging scenarios that mirror actual in-flight challenges. For your UX in AR training, emphasizing user feedback loops and iterative design could be beneficial, particularly in adapting AR interfaces to user needs in real-time, enhancing learnability and usability.

    Degree of Innovation:
    The project stands out for its innovative use of VR technology to simulate training environments that are logistically challenging and costly to replicate in real life. Simons’ work introduces a shift from traditional methods to a virtual setup where trainees can practice and master their skills in a controlled, replicable, and safe environment, showcasing a significant leap in training technology.

    Outline and Structure:
    The thesis is well-structured, meticulously detailing each phase of the project from the initial orientation of VR within KLM to the final testing and future implications. This clear, logical structure not only aids in comprehending the complex technologies involved but also in appreciating the systematic approach taken to achieve the project goals.

    Clarity in Communication

    Simons excels in communicating complex ideas clearly and effectively, making extensive use of diagrams, prototypes, and real-world testing scenarios to ensure that the concepts are easily understandable. This level of clarity is crucial when dealing with advanced technologies like VR, where the ease of understanding can significantly impact the technology’s adoption.

    Independence:
    What impressed me about Simons‘ work is the level of independence in the execution of his project. From conceptualization to the final testing phase, Simons displayed profound initiative and leadership, guiding the project towards a successful implementation

    Scope and Depth

    The scope of Simons’ research is ambitious yet focused, addressing specific training needs within KLM and exploring the broad capabilities of VR in professional training. The project not only assesses the current state of VR training but also explores its future potential, providing a comprehensive overview of its application in professional settings.

    Orthography and Accuracy:
    With few typos or grammatical errors, the thesis exhibits a high degree of orthographic accuracy. Proofreading with attention to detail demonstrates a dedication to academic rigor. To guarantee the highest level of professionalism, a final review that concentrates on technical terminology and consistency in language use would be helpful.

    Literature and Research Depth

    Simons’ research is underpinned by an extensive review of relevant literature, providing a solid theoretical framework for the project. This robust foundation is crucial for validating the research outcomes and positioning the study within the wider context of VR technology advancements.

    Tom Simons’ thesis not only contributes valuable insights into the use of VR in training but also inspires further research in this field. As I embark on my own journey to explore UX in AR training within the industrial sector, the lessons drawn from Simons’ research will undoubtedly influence my approach, encouraging a user-centric design and innovative application of emerging technologies.

    I have learned about the tools in Virtual Reality. What is the biggest challenge for creating interaction for those technologies. Even if my topic is more on AR something different from VR; Those technologies are quite similar as they mostly involve immersion. Seingg Simon’s work gave me a hint on how o structure my own work and also know some use cases to refine my topic.

    Source : https://essay.utwente.nl/77093/1/Simons_MSc_ET.pdf

    First VR Training Prototype

    Introduction

    As a novice in VR development, creating my first prototype for gamified VR training was both a challenging and enlightening journey. This project focused on developing a simple yet interactive training module that incorporated various user interactions and gamification elements. Here’s a look at the design and the learning process involved.

    Prototype Overview

    For my first prototype, I designed a VR training module where users interact with different shapes and perform tasks using various controls. The goal was to create an engaging and educational experience that could be used for training purposes. Here are the key components of the prototype:

    Key Interactions

    1. Changing Cube Color
    • Interaction: Users can press a button to change the color of a cube.
    • Gamification: Each time the cube changes color, the user earns 1 point.
    • Feedback: Immediate visual feedback shows the color change, and the points system provides motivation to continue interacting.
    1. Moving the Cube with a Joystick and Stepper
    • Interaction: A joystick allows users to move the cube around the VR environment.
    • Learning Objective: This helps users practice fine motor skills and control within the VR space.
    1. Smashing the Cube with a Hammer
    • Interaction: Users can use a virtual hammer to smash the cube.
    • Engagement: This fun and interactive element keeps users engaged and helps relieve stress while practicing precision and coordination.
    1. Placing the Cube in the Correct Box
    • Interaction: Users must move the cube and place it into the correct box.
    • Feedback: Sound feedback is provided to indicate if the cube is placed in the correct or wrong box, enhancing the learning experience through auditory cues.

    Gamification Elements

    1. Points System
    • Users earn points for successfully changing the cube’s color and completing tasks.
    • The points system adds a competitive and motivational aspect to the training, encouraging users to improve their performance.
    1. Visual and Sound Feedback
    • Visual Feedback: Immediate color changes and placement indicators help users understand their actions.
    • Sound Feedback: Auditory cues indicate correct or incorrect actions, reinforcing learning and improving task accuracy.

    Learning Experience

    Developing this prototype was a significant learning experience. The process involved understanding how to create interactive elements within a VR environment and effectively implementing gamification mechanics. Despite being a beginner in VR development, I learned to design simple interactions that provide immediate feedback and keep users engaged.

    Conclusion

    My first VR training prototype successfully integrated basic gamification elements to create an engaging and educational experience. By allowing users to interact with different shapes, change colors, move objects, and receive immediate feedback, this prototype serves as a foundational step towards more complex VR training modules. The challenges I faced and the skills I acquired during this project have been invaluable, and I look forward to further developing and refining my VR development capabilities.

    Integrating VR Training with Traditional Training Methods

    1. Enhanced Learning Experience
    • Combining VR and traditional training methods provides a richer and more diverse learning experience. While VR offers immersive simulations and interactive scenarios, traditional methods provide theoretical knowledge and hands-on practice. This hybrid approach ensures that trainees gain a well-rounded understanding of the material.
    1. Increased Engagement and Motivation
    • VR training can make learning more engaging and enjoyable, which can boost motivation. When integrated with traditional methods, this increased engagement can spill over into classroom sessions, making trainees more enthusiastic about the entire training program.
    1. Improved Retention and Application of Skills
    • Studies have shown that experiential learning improves knowledge retention. VR training allows trainees to practice skills in a realistic, risk-free environment, which can enhance retention. Combining this with hands-on practice in a real-world setting reinforces the skills and ensures they can be applied effectively.
    1. Cost and Time Efficiency
    • While VR training can reduce the need for physical resources and minimize downtime, traditional methods can be more cost-effective for delivering certain types of instruction. Integrating both methods can optimize training costs and time, making the overall program more efficient.
    1. Blended Learning Approach
    • A blended learning approach combines online digital media with traditional face-to-face training. In this model, VR can be used to supplement classroom instruction, providing interactive simulations that reinforce theoretical concepts. For example, trainees can attend a lecture on machinery operation and then use VR to practice operating the machinery in a simulated environment.
    1. Sequential Learning Modules
    • Training programs can be structured in sequential modules where traditional methods are used to introduce concepts, and VR is used for practical application. For instance, trainees can first learn safety protocols through classroom instruction and then enter a VR simulation to apply these protocols in various scenarios.
    1. Flipped Classroom Model
    • In a flipped classroom model, trainees engage with VR training modules before attending in-person sessions. This allows them to familiarize themselves with the material and practice skills beforehand, making classroom time more productive and focused on discussion, problem-solving, and hands-on practice.
    1. Collaborative Learning Environments
    • Integrate VR with traditional methods to create collaborative learning environments. For example, trainees can work together in VR to complete team-based challenges and then discuss their experiences and learnings in a classroom setting. This promotes teamwork and enhances the overall learning experience.
    1. Continuous Assessment and Feedback
    • Use VR for continuous assessment and immediate feedback, which can then be discussed and reviewed during traditional training sessions. This ensures that trainees receive timely feedback on their performance and can address any gaps in their knowledge or skills during classroom or hands-on practice.
    1. Safety Training:
    • Classroom sessions introduced safety protocols, followed by VR simulations where trainees practiced identifying hazards and responding to emergencies.
    1. Machinery Operation:
    • Trainees first attended lectures on machinery functions and operations. They then used VR to simulate operating the machinery, followed by hands-on practice under supervision.
    1. Team-Based Projects:
    • VR was used for team-based challenges, such as troubleshooting machinery issues. These sessions were followed by classroom discussions to debrief and analyze the outcomes.
    • Increased Engagement: Trainees reported higher engagement levels and found the training more enjoyable and immersive.
    • Improved Skills: Knowledge retention and practical skills improved, as evidenced by higher assessment scores and better performance in hands-on tasks.
    • Cost Savings: The hybrid approach reduced the need for physical resources and minimized downtime, leading to cost savings.

    Gamification Mechanics: What Works Best in VR Training?

    Understanding Gamification Mechanics

    • Motivation: Points act as an immediate reward, motivating trainees to continue engaging with the training.
    • Progress Tracking: Scoring systems allow trainees and trainers to track progress over time, identifying areas of strength and improvement.
    • Recognition: Badges serve as a form of recognition for trainees‘ efforts and accomplishments.
    • Goal Setting: Achievements provide clear goals for trainees to aim for, promoting a sense of purpose and direction.
    • Competition: Leaderboards foster healthy competition, motivating trainees to improve their performance.
    • Social Interaction: They encourage social interaction and peer learning, as trainees can see how they compare to others.
    • Engagement: Challenges keep trainees engaged by introducing variety and excitement.
    • Skill Development: They provide opportunities for trainees to apply their skills in different contexts.
    • Learning Reinforcement: Immediate feedback helps trainees understand what they did right or wrong, reinforcing learning.
    • Motivation: Rewards provide positive reinforcement, encouraging trainees to continue engaging with the training.

    Application in VR Training:
    In VR training environments, feedback can be delivered through visual and auditory cues, such as congratulatory messages for correct actions or guidance for mistakes. Rewards can include virtual trophies, certificates, or access to advanced training modules.

    6. Storytelling and Narrative

    How It Works:
    Incorporating storytelling and narrative elements can transform training into an engaging journey. Trainees follow a storyline, complete with characters, plots, and missions, making the training experience more immersive.

    Benefits:

    • Engagement: Stories captivate trainees‘ attention and make the learning experience more memorable.
    • Contextual Learning: Narratives provide context for training scenarios, helping trainees understand the real-world applications of their skills.

    The Psychology Behind Gamification: Why It Works

    1. Intrinsic Motivation
    • Intrinsic motivation refers to engaging in an activity for its inherent satisfaction rather than for some separable consequence. Gamification taps into this by making training activities inherently enjoyable. Elements such as challenging tasks, immediate feedback, and a sense of accomplishment can increase intrinsic motivation, making trainees more likely to engage deeply with the material.
    1. Extrinsic Motivation
    • Extrinsic motivation involves performing an activity to earn a reward or avoid a punishment. Gamification leverages extrinsic motivation through rewards such as points, badges, and leaderboards. These rewards provide external incentives that can motivate trainees to complete tasks and achieve goals.
    1. Immediate Feedback
    • One of the key psychological principles behind gamification is the provision of immediate feedback. Games constantly inform players about their progress, which helps to keep them engaged and motivated. In an industrial training context, immediate feedback can help trainees quickly understand what they are doing right and where they need improvement, leading to faster learning and skill acquisition.
    1. Reinforcement
    • Positive reinforcement, the process of encouraging a behavior by offering a reward, is a powerful tool in gamification. When trainees receive rewards for completing tasks or reaching milestones, it reinforces their behavior, making them more likely to repeat it. This principle can be used to encourage consistent practice and mastery of skills.

    The Power of Social Dynamics

    1. Competition
    • Healthy competition can be a strong motivator. Leaderboards and competitive elements in gamification leverage this by encouraging trainees to perform better to outperform their peers. This competitive spirit can drive individuals to engage more fully with the training material.
    1. Collaboration
    • Gamification also fosters collaboration through team-based challenges and cooperative tasks. Social interaction and the sense of belonging to a group can enhance motivation and make the training experience more enjoyable. Collaborative elements can also encourage knowledge sharing and peer learning.
    1. Autonomy
    • Gamification often provides trainees with a sense of autonomy, allowing them to make choices about how they engage with the training material. This sense of control can increase motivation and engagement. In VR training, this might mean allowing trainees to choose different paths or approaches to completing tasks.
    1. Mastery
    • The desire for mastery, or the urge to improve and become proficient in a task, is a fundamental human drive. Gamification addresses this by breaking down learning into manageable challenges that progressively increase in difficulty. As trainees overcome these challenges, they gain a sense of competence and achievement, fueling their desire to continue learning.
    1. Immersion
    • Gamification, especially when combined with VR, creates immersive experiences that can evoke strong emotional responses. These emotional engagements can enhance memory and learning. Trainees are more likely to remember and apply what they have learned when they are emotionally invested in the experience.
    1. Fun and Enjoyment
    • At its core, gamification aims to make learning fun. Enjoyable experiences are more memorable and can reduce the perceived effort of learning. When trainees are having fun, they are more likely to be engaged, persistent, and open to new information.

    Conclusion

    The Role of AI in Enhancing VR Training and Gamification

    1. Adaptive Learning Paths
    • AI algorithms can analyze a trainee’s performance in real-time, identifying strengths and weaknesses. Based on this analysis, AI can create personalized learning paths that adjust the training content and difficulty level to suit each individual. This ensures that trainees receive targeted instruction that addresses their specific needs, enhancing their learning efficiency.
    1. Real-Time Feedback and Guidance
    • Immediate feedback is crucial for effective learning. AI systems can monitor trainees‘ actions in a VR environment and provide instant feedback, helping them correct mistakes and learn more efficiently. This real-time guidance mimics the presence of a personal instructor, making the training experience more interactive and responsive.
    1. Dynamic Game Mechanics
    • AI can enhance gamification by introducing dynamic game mechanics that adapt to the trainee’s progress. For example, AI can adjust the level of challenge, introduce new game elements, or change the reward system based on the trainee’s performance and engagement levels. This keeps the training experience fresh, motivating, and aligned with the trainee’s development.
    1. Intelligent Rewards Systems
    • AI-driven gamification can create more meaningful and personalized reward systems. By analyzing what motivates individual trainees, AI can tailor rewards that are more likely to inspire continued engagement and effort. This could include personalized badges, levels, or virtual rewards that resonate with the trainee’s interests and goals.
    1. Data-Driven Insights
    • AI can collect and analyze vast amounts of data from VR training sessions, providing valuable insights into trainee performance, engagement patterns, and areas for improvement. These insights can help trainers and organizations refine their training programs, ensuring they are as effective and efficient as possible.
    1. Predictive Analytics
    • AI can use predictive analytics to foresee potential issues or areas where trainees might struggle. By identifying these patterns early, trainers can intervene proactively, providing additional support and resources to help trainees overcome challenges. This proactive approach can significantly enhance the overall training outcomes.

    Future Prospects

    1. AI-Powered Virtual Instructors
    • The future of AI in VR training could include AI-powered virtual instructors that can interact with trainees in real-time, providing personalized guidance, answering questions, and simulating real-life scenarios. These virtual instructors could offer a level of interaction and support that is currently unmatched in traditional training methods.
    1. Seamless Integration with IoT and Big Data
    • The integration of AI with the Internet of Things (IoT) and Big Data can create a more holistic and interconnected training environment. AI can analyze data from various sources, including real-world equipment and operational data, to create more realistic and contextually relevant training scenarios. This integration can further bridge the gap between virtual training and real-world application.

     Case Studies of VR in Industrial Training

    1. https://www.boeing.com/

    2. https://www.siemens.com/

    3. https://www.ford.com/

    4. https://www.nasa.gov/

    5. https://www.ge.com/