IMPULSE # 8: Insights from Jeff Sutherland’s Scrum Framework

IMPULSE # 7: Lessons from Tony Fadell’s TED Talk on Design

IMPULSE #6 : Practical Applications of Lean UX

In practical terms, I’ve already started incorporating these Lean UX strategies into my research. This ensures that every iteration of ONTEC’s UI reflects real-world usage patterns and solves actual problems faced by its users.

https://jeremybird276.medium.com/implementing-lean-ux-in-the-real-world-8aa7ca880e54

IMPULSE # 5: Building Value Through Lean Product Development

IMPULSE 4#: Insights from the AVL 2025 Sales Conference

Throughout the conference, I had the opportunity to speak with several salespeople who use ONTEC in their day-to-day work. Their feedback was invaluable in shaping my understanding of the app’s strengths and areas for improvement. Here are some of the insights I gathered:

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.