Bridging the Gap Between Tech, UX and Training Outcome 

My favourite line from this ZD Net article about AR and VR at the January 2023 Consumer Electronics Show is "one of the biggest obstacles AR tech needs to overcome (,,,) is its tendency to make the wearer look like a weirdo." 

If the biggest obstacle to the technology is a question of fashion (!) then it seems that Extended Reality (XR) consumer electronics are now at (or close to) the right price point for widespread adoption.

Extended Reality widespread adoption


Great stuff- if you're a gamer!

But what about the user experience for training and instructional design? If you're trying to create XR training solutions for your workforce - are your content design and graphic interface fully leveraging the XR medium? 

The elements of a cohesive XR product should extend beyond the user experience (UX) to integration with any existing training or processes, technical support and of course to measurable outcomes.

Cohesive XR = UX + Integration + Metrics



User Experience (UX)

Your end-product should provide a smooth and intuitive UX that minimizes distractions and supports learning goals. What to look for;

  • Interactivity: The UX should provide opportunities for learners to interact with XR environments and objects, be engaging and foster deeper learning.

  • Content: High-quality and engaging XR content that is relevant to the learners' needs and provides opportunities for hands-on practice and feedback.

  • Storytelling: Good storytelling is at the heart of the learning process. Good instructional design involves creating a learning journey that enables the learner to understand where they're heading and what they need to do to succeed. 

  • Graphic interface: Like storytelling, the graphic interface is integral to the learning process. Good graphics assist the learner in immersing themselves into experience while poor graphics or design creates cognitive dissonance that distracts them from the experience.

  • Opportunities for reflection/self-evaluation: Opportunities for reflection during the learning process helps learners to consolidate their knowledge or skills.

  • Immersion: A sense of immersion and presence in the XR environment. This aids the connection between the learner and the activity, enhancing the overall learning experience.


Metrics

Have clear and measurable learning outcomes that are aligned with the goals of the XR training program. These need to be developed in concert with the XR design process.

Here are some great metrics to measure your XR training by:

1. Knowledge retention

One of the primary goals of XR training is to improve the knowledge retention of learners. Therefore, measuring the amount of information learners can retain after the training is an essential metric to evaluate its success.

XR training retention


2. Retention of skills

This could involve evaluating how well the learners can apply the skills in their job roles at intervals (e.g., 1 month, 3 months) after the training is completed.


3. Performance improvement

This metric is used to assess how well the learners can apply the knowledge, skills, and competencies learned in the training to their job responsibilities.
4. Engagement

The level of engagement of learners during XR training can be measured to determine how successful it is. This could involve monitoring the number of interactions that learners have with the training materials and the duration of their engagement.
5. ROI

This measures the return on investment of the training. It assesses the financial benefits that the organization has gained as a result of the training, such as increased revenue or decreased costs.
6. Reaction

This measures the learners' initial reaction to the training. It assesses how they feel about the training experience, the quality of the training materials, and the effectiveness of the training facilitator. 

7. Behaviour

This metric measures how the learners' behaviour has changed as a result of the training. It assesses the extent to which they have implemented what they learned in their work environment.

8. Impact

This metric measures the overall impact of the training on the organization. It assesses the extent to which the training has contributed to the achievement of the organization's goals and objectives.
9. Completion

This measures the percentage of learners who completed the training. It assesses the effectiveness of the training delivery and the relevance of the content.




Integration with traditional training or operating procedures

Any type of XR training should integrate or align with existing training methods and operating procedures. For example, where a learner must log hours of flight time – part of this skill development must occur in real life (RL) flight time, but a proportion of skills can be practised in VR.

XR training procedures



Here are some great industry examples of real-world XR Training applications:

  • Mining Industry Training: The mining industry in Australia is using VR simulations to train workers on how to operate heavy machinery and respond to emergency situations. This allows trainees to gain practical experience without being exposed to the risks of operating the machinery in real life.


  • Defence Industry: The Australian Defence Force is using XR technologies, such as VR and MR, to train soldiers and pilots. This includes using VR simulations to train soldiers on combat situations and MR to train pilots on flying and navigation.


  • Medical: Australian medical schools are using XR technologies to train medical students. For example, Monash University is using VR to train medical students in surgical procedures, while Deakin University is using AR to teach anatomy.


  • Retail: Retailers in Australia are using XR technologies to train staff on sales and customer service. For example, Westfield is using VR to train customer service staff on how to interact with customers and handle difficult situations.


  • Tourism: The tourism industry in Australia is using XR technologies to train staff on providing a more immersive experience for tourists. For example, the Sydney Opera House is using AR to provide interactive tours of the building.


    As an example, see a demo of our ImmersiveXR Training Platform here:



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Additional considerations

Technical support

Provide technical support to ensure that learners have a smooth and uninterrupted XR experience.


Accessibility

Make XR training accessible to all learners, including those with disabilities, through inclusive design and technology.

To learn more about how we are bridging the gap between technology, user experience and training outcome, get in touch for a demo.



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