XR Design

UX Research

Usability Testing

VR Learning Module for Midwives for third stage of Labor

Making a VR learning module usable for nurses and midwives who had never held a headset

Overview

Overview

The module trained midwives in managing childbirth complications. It worked for anyone fluent in tech. Our actual users, nurses in government institutes with little English and no VR exposure, could not locate themselves in the environment.

Role

Role

Identified the usability gap and argued it onto the roadmap. Redesigned the failing interactions. Co-designed and shipped a new onboarding module with an XR designer-developer.

Contents

Discover

Discover

01

01

Define

Define

02

02

Develop

Develop

03

03

Deliver

Deliver

04

04

Reflect

Reflect

05

05

Business goals (Soft Launch)

Business goals (Soft Launch)

1

Launch working VR labs at Udaipur and Patiala

Launch working VR labs at Udaipur and Patiala

The project was funded by UNFPA to launch VR labs in National Midwifery Training Institutes in North India.

2

Rate of completion and positive feedback

Rate of completion and positive feedback

Tracking the success of the module for scalability to other cities or even other countries.

3

Induce the experience of learning with VR

Induce the experience of learning with VR

Discover

01

The first question that I had was
“If this module is made for nurses and midwives in smaller towns of India, shouldn't we test on people who are not aware of navigating through VR environments?"

Secondary Research

After our first research round, I found the following about VR

100%

100%

of the users are not familiar with VR devices or environments

40% - 70%

40% - 70%

of users start to feel dizzy while using VR

~45%

~45%

non-technical users require immediate, hands-on guidance to figure out the interfaces

Initial Testing

We partnered with Fernandez Hospitals, for medical guidance and product development. We ran out initial testing with a few midwives at Fernandez and gathered data regarding usability and user behaviour to enhance the module.

We studied the behaviour and module usability through 12 participants over 2 days. We have asked each participant to re-visit the module to understand information retention rates.

Additionally, designed these visual learning aids for users to learn the names of the buttons and hand placements.

Define

02

10

10

midwives/ nurses of varying levels of medical expertise in phase 1

4 of 12

4 of 12

participants completed the module with guidance on the first try

100%

100%

participants needed guidance throughout the module on the first try

2 of 12

2 of 12

participants did not require guidance during the second round

A.
Orientation & onboarding

Users did not understand the concept of VR and that severely affected the way they moved around. Many users did not locate the objects in heir vicinity, they had trouble moving around in the environment and most importantly they did not understand how to perform basic actions such as picking up the object.


Few users needed constant reminders that movements in physical spaces are mimicked in the VR environment.

Directing the users to look at their surrondings

Guiding the users about which button should be used

B.
Interaction design

Few interface related issues were observed during the testing phase, such as:

  • Users double clicking on the next button which led to skipping steps

  • Users not being able to see which button need to be used

  • Accessibility issues and button states discripencies

C.
Feedback & Communication

Users did not have enough audio cues, success cues or messages or textual cues to fall back after an instruction.

D.
Cognitive & behavioural design

Many participants taken a route through the module in the way the design was not intended.

E.
Clinical
accuracy

Discrepancies between the simulation and real-world labour room practice, flagged directly by practicing midwives.

Develop

03

DESIGN & HANDOFF

DESIGN & HANDOFF

We designed a four-room gamified onboarding experience. Each room introduced one layer of VR interaction, building on the last.

Additionally, designed these visual learning aids for users to learn the names of the buttons and hand placements.

25

25

midwives/ nurses of varying levels of medical expertise in phase 2

56%

56%

participants completed the module, unguided on the first try

76%

76%

participants completed the module, unguided on the second try

Step 4

Step 4

was observed to be persistent failure point across both test rounds

Deliver

04

Disclaimer

Sensitive visuals ahead

Interface redesigns

In step 4, Controlled cord traction, users are supposed to learn how to analyze a contraction using their left hand pull the umbilical cord with their right simultaneously when the contraction is occurring.

Step used proximity grab first, then required a separate grab button with no indication of the difference.
Users gave up assuming it was a bug. Here were a few fixes I suggested.

BEFORE

Green to red

AFTER

Pink to red

Reflect

05

This project reinforced how vital comprehensive documentation is to the design process, not just for alignment, but for anchoring our design rationale.

If I were to do this project again, the primary shift I would make is implementing robust product analytics from the start, allowing us to back our qualitative insights with hard usage data.

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