AutoXR Application Design, 2020
PROBLEM STATEMENT
To create a platform that acts as a single point of access for all immersive learning, reducing the learning gap.
Sector
Virtual Reality, Augmented Reality, Mixed Reality
Challenge
There are chances when a person works in any field of work he/she could go wrong. This can lead to costly losses or time losses. So we needed to create a platform that can reduce these cons.
My role
UX Design, User Research, User Interviews, User Flows, Wireframes, Branding, UI Screens design.
Project time
January 2020 - March 2021 ( Currently in development )
Project Overview
AutoXR is an immersive Learning Management System (LMS) platform that lets training/teaching executives in enterprises upload, manage, distribute 3D and VR content of diverse formats across multiple employees and departments and capture valuable metrics.
Then the Trainee/employee needs to follow and experience this immersive content to avoid going errors in the site.
The primary goal of AutoXR is to offer a platform that acts as a single access point for all immersive learning.
Solution
Proposal
A single platform for all the roles - Trainer/Trainee/Admin to manage the courses uploaded by the Trainer and the Trainees need to attend these courses. A powerful content management system that supports various 3D and immersive content formats.
The trainer can see the performance of the trainee, and they can decide to move the trainee to the next level or make them learn again. Doing this can improve the execution of methods for the user and can reduce errors to happen.
Strategy
The Process
The process involved ideation sessions with the involved team of executives and organizations discussing the problem with the learning gap.
Followed by conducting surveys of the target users which helped us understand the difficulties and coming up with unique and efficient solutions.
Based on the research we worked on the user flows for the application, followed by creating wireframes using the flow. Upon finalizing the branding theory for the application, we designed the final UI screens.
Steps of solving the problem
The process of the project was by the following steps - Brainstorm, Surveys, User Stories, User Interviews, User personas, Ideation, Information Architecture, User Flow Mapping, Low Fidelity paper prototype, High Fidelity Wireframes, Moodboard, Branding, Style Guide, Final UI Screens.
WHAT'S
The Timeline
The project was started with brainstorming, research, design, evaluating the designs, and handover to the developers. The focus was on having research-design decisions while brainstorming design ideas.
DEFINE
RESEARCH
DESIGN
EVALUATION
HANDOVER
Initial complete team meetings. Defining the goals and expected processes in the project.
Conducting user research by surveys and other methods.
Distilling data into research findings.
Brainstorming and developing design ideas that are the result of the research findings.
Conducting the evaluation with the users and experts.
Designing the prototype.
Design confirmation and the designs are handed over to the developers along with the design guidelines and the style guide.
CONDUCTING
User Research
1. BRAINSTORMING
Conducted brainstorm sessions with team members comprised of 3D Designers, Team leads to discuss the features the application would be built with. During these sessions, we discussed what and how the user goal should be and how easy can he/she achieve it. Also, we discussed what type of content should be provided for the user for a better experience for both Web and VR
Offline surveys
Through offline survey by conducting user interviews, we took their views on the tasks performed by them and where they face the most difficulties. Through the interviews, we were able to user behavior and responses to how they use the application.
2. USER STORIES
USER STORY
1
Sometimes I feel that reading instructions alone is not enough, and without visualizing enough examples, it becomes difficult to accomplish the task.
Paresh Bannatwala
Machine assembler, 38
USER STORY
2
I feel there is a gap while instructing the users to do the work in a specified way. This increases time in explanation again and again.
Dr. Mariaa Gnewald
Executive Trainer, 24
USER STORY
3
When there are many trainees, it is difficult to train all of them at once and to look over them for any guidance they need to rectify any mistakes.
Raadha Patel
Trainer, 27
USER STORY
4
Learning all from text-based instructions is kind of difficult and remembering all steps to execute anything is difficult too. Performing directly can be helpful.
Jimmy Wolf
Trainee, 32
3. RESEARCH ON HOW TO DESIGN FOR WEB AND VR
The application basically has three main end-users - Admin, Trainer, Trainee. So I had to design for both Web, Desktop, and VR Headsets. Admin, Trainer would use the Web Application and the Trainee is supposed to launch the courses into VR Headsets from the desktop application.
As I had never designed earlier for VR, I had to learn the basics of Virtual Reality UX/UI Design.
Designing for VR :
Designing for VR, I had to learn the basics of Virtual Reality design. I learned how to design for VR from the novel and unique perspectives. The design should enhance the end user immersion with the experience. I learned how to create 3D Personas to improve spatial navigation, layout, and content. I am attaching images of the research I did.
KEY LEARNINGS
Research Outcomes
Upon completing user research, brainstorming, and ideation phases I got an idea on how to design for Web, Desktop, and VR platforms. Based on the inputs, we arrived at a conclusion that for all the platforms the interfaces require each different approach to design with separate guidelines to create a better and smooth experience for all varying end-users using our application.
USER JOURNEY
User Flow Mapping
Once the product requirements were finalized, we started to work on the flow on the basis of prioritizing the functionalities for the application. The complete user journey was mapped according to the respective menu options. A separate user flow was created for trainer and trainee.
The user flow for both Web, Desktop and VR platform
The user flow for the Web version was designed with major sections as - Home, Employee Management System, Department Management system, Course Management, Analytics.
The user flow for the desktop version was designed with major sections as - Home, courses, profile, settings. The user flow is the same for both the Desktop and VR versions.
DESIGNING
Wireframes
Once the product requirements were finalized, we started to work on the flow on the basis of prioritizing the functionalities for the application. The complete user journey was mapped according to the respective menu options. A separate user flow was created for both parents and kids which included different functionalities and features.
Low fidelity Wireframes
High fidelity Wireframes
UI DESIGN
Branding
Once the product requirements were finalized, we started to work on the flow on the basis of prioritizing the functionalities for the application. The complete user journey was mapped according to the respective menu options. A separate user flow was created for both parents and kids which included different functionalities and features.
Color Palette
Typography
Iconography
UI Components
UI DESIGN
Final Screens
After finalizing the color theory and typography, we worked on the iconography to be used for the application for various menus and options. Using the color palette, we transformed the wireframes into final versions of the screens. Refined various screen's interface taking into consideration visual appeal and easy to use interface.
*Due to the confidentiality policy of the company, complete screens cannot be showcased or disclosed.