CASE STUDY

EducationXR

Fully immersive, multi-user education & training platform for VR, desktop, tablet, & mobile devices 

OVERVIEW

EducationXR’s 0 to 1 Journey

I was hired to lead a team to build a VR-based learning platform for 1st and 2nd year anatomy students at Cleveland Clinic Lerner College of Medicine (CCLCM). We aimed to deliver a comprehensive cadaver-less anatomy curriculum in a VR environment, offering an unparalleled immersive learning experience. Our timeline was extremely tight — just 10 months to hit our fall semester launch target. My challenge was not only to meet the immediate academic needs of CCLCM, but to design a scalable and adaptable learning ecosystem that would provide immersive learning across various fields.

MY ROLES

UX & UI
Design

Brand
Design

User
Testing

Product
Launch

Research
& Strategy

Product
Management

TL;DR Summary

The Project

  • Design, build, and launch (0 to 1) an immersive educational platform for Virtual Reality in under 10 months.

  • Deploy the VR-based platform with Cleveland Clinic Learner College of Medicine for 1st and 2nd year anatomy students, replacing cadavers.

  • Architect and design EducationXR to be scalable and adaptable for various industries beyond its initial academic focus.

My Roles

  • Product Strategist: defined product vision and long-term strategy, while leading a successful go-to-market launch.

  • UX Lead: conducted/interpreted research and designed a scalable UX for continuity across devices.

  • Agile Product Manager: collaborated with heads of engineering and biz dev to manage roadmap, lead sprints and stand-ups.

Key Results

  • Completed the design, development, and launch at CCLCM on time: under 10 months,

  • In addition to VR, launched EducationXR with native apps for desktop, tablet and smartphone devices.

  • User feedback revealed the urgent need for a multi-user experience, object labels, and enhanced admin analytics in post-launch updates.

  • Earned praise and adoption with Medtronic and Mayo Clinic shortly after launch.

Project Timeline

THE PROBLEM

At Cleveland Clinic Lerner College of Medicine (CCLCM), the reliance on traditional cadaver dissection for anatomy education encountered significant obstacles due to a limited supply of cadavers, budget, and logistical constraints. These limitations hindered the depth and frequency of hands-on anatomical study, confining the learning experience to the physical classroom and restricting student access to practical dissection opportunities.

  • Limited cadaver availability at CCLCM restricted hands-on dissection experiences for students.

  • High demand and limited supply increased the complexity and costs of sourcing cadavers.

  • The necessity for physical presence in the anatomy lab reduced learning flexibility and access for both students and instructors.

PROPOSED SOLUTION

To overcome these challenges, CCLCM commissioned the creation of a VR-based platform designed to enrich anatomy education beyond the constraints of cadaver availability. By harnessing virtual reality, EducationXR offers an extensive, immersive learning environment that replicates the intricacies of human anatomy, providing scalable and adaptable solutions that enhance accessibility and engagement.

  • Delivers comprehensive, virtual dissection experiences, mitigating the impact of cadaver shortages.

  • Reduces dependence on physical cadavers, cutting down logistical hurdles and associated costs.

  • Enables flexible, anytime access to anatomy studies, broadening educational opportunities for both students and instructors.

Research Phase

Stakeholder Interviews • User Personas • Competitive Audit • Market Analysis

RESEARCH PHASE

Stakeholder Interviews

Our first step in the process was to identify the key groups who would be impacted by the implementation of our completed product at CCLCM. We identified three primary groups: Anatomy Students, Anatomy Instructors, and Anatomy Department Administrators. We interviewed everyone at CCLCM that we had access to, and augmented our research with deep dives into VR education competitors and market analysis. Key issues focused on during the interview process included the following:

  • Clarify stakeholder expectations to align the product with their needs effectively.

  • Identify desired learning outcomes to shape content and measure success.

  • Uncover main concerns about transitioning to VR-based learning for improvements.

  • Assess stakeholder familiarity with VR and openness to new tech to shape user experience.

  • Extract crucial features and functionalities from stakeholders to guide product roadmap.

  • Understand hardware and infrastructure needs for successful platform implementation.

KEY INSIGHTS

The VR curriculum needed to outperform traditional methods in standardized test scores

The consensus among all stakeholders was that the VR anatomy curriculum must surpass or match the effectiveness of traditional cadaver-based methods, measured by VR students exceeding past standardized test scores.

A collaborative multi-user learning experience was a higher priority than previously estimated

Enhancing the multi-user learning experience emerged as a critical need, highlighting the importance of maintaining interactive engagements between students and teachers, as well as peer interactions. This feature would be prioritized for development immediately following the initial launch.

The VR experience should be supplemented with desktop and mobile access for broader lesson availability

Relying exclusively on VR was deemed impractical due to limited prior VR experience among users and restricted access to VR equipment. To ensure comprehensive accessibility, integrating the curriculum with desktop and mobile platforms was identified as essential to support continuous learning outside the VR lab environment.

RESEARCH PHASE

User Personas

For the EducationXR case study, the decision to create user personas based on the User Roles paradigm was a strategic choice aimed at efficiently addressing the broad and overlapping needs of our diverse user base.

“User Roles” is a persona-framework that groups users based on a shared goal, a task or a job to be done.

By focusing on the roles of a 1st-year Anatomy Student (Maya), an Anatomy Instructor (Professor Amir), and an Anatomy Department Administrator (Maria), we were able to streamline the development process, ensuring that the core functionalities of the EducationXR platform cater to the essential requirements of each key stakeholder group within the educational ecosystem.

This approach allowed us to prioritize scalability, adaptability, and the rapid iteration of features critical to enhancing the anatomy learning experience. It facilitated a clear definition of access levels, permissions, and expected interactions, making it possible to design a versatile and user-friendly VR educational platform.

Adopting the User Roles paradigm was particularly effective in the early stages of development, where understanding the fundamental needs and interactions of students, instructors, and administrators was crucial for laying a solid foundation for EducationXR's success. This method proved to be resource-efficient, enabling us to focus our efforts on delivering a high-quality, innovative learning tool that meets the practical demands of medical education today.

RESEARCH PHASE

Competitive Audit

In early 2019, my competitive audit of 20 VR educational tools highlighted the top 10's strengths and common challenges, such as accessibility and content diversity. This review also introduced 10 emerging apps, showcasing the sector's expanding range. Key findings revealed opportunities for EducationXR to address market gaps and build on existing strengths, aiming to position itself as a leader in immersive learning by enhancing user engagement and content quality.

KEY INSIGHTS

Diverse Applications with Varied Success

VR education offers diverse applications across subjects like anatomy and history, showcasing its potential. Yet, its success and acceptance varies across disciplines and user groups, reflecting a very mixed landscape.

Challenges in Replicating Hands-On Experiences

Both users and competitors acknowledge VR's struggle to match the depth of hands-on experiences, especially in tactile fields like anatomy. This reveals a market gap for VR that can effectively replicate or enhance real-world learning.

Significant Integration and Adoption Hurdles

The competitive analysis highlights challenges in VR adoption and integration by educators, stressing the need for intuitive, user-friendly VR platforms with strong support to facilitate effective curriculum integration.

Numerous Technological and Accessibility Barriers

Growing interest in VR education faces challenges like hardware needs, maintenance, and user learning curves. Cost and IT infrastructure requirements hinder its widespread adoption, especially in under-resourced schools.

Widely-held Aspirations for Scalability and Customization

The analysis reveals demand for scalable, customizable VR platforms to meet diverse educational needs, presenting an opportunity for differentiation through adaptable, personalized learning experiences.

RESEARCH PHASE

Market Analysis

My market analysis for EducationXR dug into an array of sources to capture a comprehensive view of the VR education sector as of January 2019. This ensured our analysis was grounded in diverse, expert perspectives, positioning EducationXR at the forefront of educational innovation. This included the following:

  • Market research from Gartner and Harris Interactive

  • White papers and case studies from Google and Oculus

  • Articles from EdTech Magazine, VRScout, The Verge, and TechCrunch

My aim was to identify the unique opportunities and challenges within the VR educational sector, offering a clear understanding of how EducationXR can carve out a niche by addressing unmet needs and capitalizing on emerging trends.

Definition Phase

Product Vision & Goal • Platform Architecture • Feature Prioritization • Product Roadmap

DEFINITION PHASE

Product Vision

“EducationXR will transform the future of education through immersive VR experiences, aiming to set a new standard for interactive learning in academia and industry by 2020. EducationXR will revolutionize learning and training across various fields with a versatile VR platform, bridging the gap between traditional learning methods and future needs in both academic and commercial environments through immersive, scalable, and user-centric educational experiences.”

SMART GOAL

“By September 2019, launch EducationXR, a VR-based learning platform for Cleveland Clinic Lerner College of Medicine, to provide an enhanced educational experience that outperforms traditional methods, as measured by student comprehension rates.”

SPECIFIC

Develop an immersive and interactive VR-based learning platform, EducationXR, to surpass traditional textbook and cadaver-based anatomy education methods.

MEASURABLE

Evaluate the effectiveness of EducationXR by comparing student averages on relevant tests taken during the first semester of use with historical averages from previous terms.

ACHIEVABLE

Assemble a dedicated product team by February 2019 to lead development of individual product areas, ensuring the platform is ready for deployment.

RELEVANT

Target the implementation of EducationXR for CCLCM’s Year 1 and Year 2 anatomy students, aligning with the curriculum's specific needs and enhancing the overall learning experience.

TIME-BOUND

Launch EducationXR at the beginning of the Fall 2019 semester, ensuring all content, user management, and support structures are fully operational by September 2019.

DEFINITION PHASE

Platform Architecture

The development of EducationXR demanded an architecture that catered to the current needs of CCLCM while remaining flexible for future scalability across diverse educational sectors. Our approach was to design a multi-tiered architecture that would support a variety of educational and training modules for different user groups.

Content Authoring Layer: This is the creative hub where educators build lessons through our customized Unity plugins, streamlining content production and ensuring data is accurately aligned for the user experience. The layer allows for direct publishing to our Curriculum Management Layer.

Curriculum Management Layer: Serving as the data core, this repository layer is the backbone of content storage and management. It is fortified with a firewall and seamlessly interfaces with a sophisticated Services Layer, which comprises:

  • Content Service: Facilitates lesson content access and management

  • Analytics Service: Captures detailed usage and engagement statistics

  • Identity Service: Manages user authentication and database access

  • Tethering Service: Orchestrates synchronized multi-user sessions, enabling interactive group studies

Admin Interface: A web-based control panel through which administrators manage course content, user profiles, and analytics.

Education Portal Layer: This layer is the gateway for students and instructors to engage with the curriculum through an intuitive interface across a spectrum of device ecosystems, including SteamVR, Windows Mixed Reality, desktop, tablet, and mobile platforms.

App Store Distribution: Committed to a streamlined user experience, content is delivered through native apps available on device-specific app stores, simplifying update rollouts and ensuring a familiar, secure experience for all users.

Our architectural design provides the backbone for a scalable, secure, and accessible VR education platform, ensuring EducationXR meets and adapts to the evolving needs of learners and educators.

DEFINITION PHASE

Feature Prioritization

As the Product Manager, my collaboration with the Head of Engineering (CTO), our engineering team, and the Head of Biz Dev (CEO), was pivotal in defining the feature set required to achieve the product vision of EducationXR. Following the architecture outline, we embarked on a detailed feature identification process, categorizing the features into three core areas: Admin Portal, In-Lesson, and Lesson Launcher functionalities.

We used the MoSCoW method for feature prioritization, sorting them into 'Must Have', 'Should Have', 'Could Have', and 'Won't Have' categories. This structured approach was critical for mapping features into our development timeline and key product milestones.

DEFINITION PHASE

Product Roadmap

Leveraging the MoSCoW method for feature prioritization was instrumental in aligning our expansive list of features with a production timeline that adhered to our aggressive development schedule. This technique facilitated the clear delineation of essential features, allowing us to sequence the build in a manner that ensured the most critical components, classified as 'Must Haves,' were developed first to fulfill the core objectives of EducationXR. Managing the product roadmap through Agile Product Management methodology, we adopted 1-week Sprints that provided the flexibility and responsiveness needed to adapt to evolving project demands. Daily stand-up meetings were crucial touchpoints that kept the cross-functional team aligned on progress, impediments, and immediate next steps, ensuring that our pathway from MVP to final product was navigated with precision and efficiency, maintaining momentum towards our targeted milestones.

Design Phase

User Flows • Wireframes • Brand Design • UI Design

DESIGN PHASE

User Flows

Crafting user flows is a critical step in the design process, as it outlines the path a user follows through an application to complete specific tasks. This process is vital because it focuses on the user experience, ensuring that the journey through the software is intuitive, efficient, and aligns with user expectations. For EducationXR, developing user flows was essential to create an immersive educational environment that is both accessible and engaging. It ensured that students and educators could navigate seamlessly between lessons, access content, and utilize collaborative tools without friction. By meticulously mapping out these flows, we addressed potential pain points and streamlined interactions, laying the foundation for a platform that enhances learning through technology and interaction design, reinforcing EducationXR's commitment to delivering an innovative and user-centric educational experience.

DESIGN PHASE

Brand Design

For EducationXR, I crafted a brand identity that reflects the platform's fresh, engaging approach to virtual reality in education. The visuals are anchored in a modern palette, appropriate for the interactive VR experience. Our style guide is intuitive, ensuring that every touchpoint – from the interface to marketing materials – resonates with clarity, impact, and a consistent visual language.

DESIGN PHASE

UI Design

Virtual Reality UI

Desktop UI

Mobile UI

Admin UI

LAUNCH PHASE

Go-to-Market Deployment at CCLCM Campus

EducationXR was first deployed in the Samson Pavilion at the Cleveland Clinic Learner College of Medicine. A large classroom was set up as the Anatomy Lab with multiple VR stations permanently installed. This is where 1st and 2nd year students had Anatomy Lab would meet for classes based on their schedules.

LAUNCH PHASE

User Guide

EVALUATION PHASE

User Feedback: Six Key Learnings

As we reflect on the launch of EducationXR at Cleveland Clinic Lerner College of Medicine, certain key insights stand out, shaping the future trajectory of our platform. These insights, drawn from user feedback, not only validate our initial research but also chart the course for continuous improvement. Here are the pivotal learnings from our successful deployment.

Cross-Platform Capabilities Key to Student Success

Expanding beyond VR to include laptop and mobile access proved invaluable. Students praised the flexibility of reviewing content across devices, significantly enhancing study practices and academic performance, distinguishing EducationXR as a versatile tool.

Administrators Desire In-Depth Engagement Analytics

Beyond the MVP, administrators sought detailed analytics for deeper engagement insights. They expressed the need to track user interactions, device preferences, and time spent, aiming to tailor and improve the educational delivery.

Multi-User Feature Tops User Wish List Post-Launch

Upon launch, EducationXR met CCLCM's criteria, with user feedback underscoring the value of collaborative learning. This initial insight informed our post-launch strategy, prioritizing multi-user functionality and essential bug fixes as our engineering team's primary focus.

Guided Lessons Expand EducationXR’s Institutional Appeal

The demand for guided, instructor-led virtual experiences was evident, resonating with medical and industrial sectors. Incorporating 'virtual instructor' functionality aligns with our expansion goals, opening new markets for EducationXR.

Streamlined VR Navigation Enhances User Experience

The default VR teleportation controls, while standard, proved disorienting for VR novices. The need for intuitive, simplified navigation became apparent, guiding our updates to enhance user comfort and lesson absorption.

Demand Surges for Multilingual EducationXR Content

Responding to CCLCM's diverse and multilingual student body, the call for native language support was clear. Embracing language localization emerged as a strategic move, paving the way for global reach and inclusivity in education.