MeVision

Digital-Twin Driven

VR App for STEM Education

Duration

Duration

Duration

Jun-Dec 2022

7 months

Jun-Dec 2022

7 months

Jun-Dec 2022

7 months

My Role

My Role

My Role

UI/UX Design Lead

VR Development

UI/UX Design Lead

VR Development

UI/UX Design Lead

VR Development

Team

Team

Team

5 members

1 PM from Meta

5 members

1 PM from Meta

5 members

1 PM from Meta

Sponsored by

Sponsored by

Sponsored by

Goal

Develop a brand-new

Develop a brand-new VR STEM educational app.

VR STEM educational app.

STEM : Science, Technology, Engineering, and Math

STEM : Science, Technology, Engineering, and Math

Background

Background

New technology often offers innovative solutions to existing problems. Our sponsor, Meta, is keen to explore the potential of VR applications in the STEM education sector, a market valued at 37 billion USD in the US.

Project Scope

Project Scope

Develop a working prototype from an idea within 6 months.

Timeline

Total Duration : 6 months

Define a Problem

Transforming an abstract idea

Transforming an abstract idea into a design question.

Transforming an abstract

into a design question.

idea into a design question.

Initial approach:
What to find?

Initial approach: What to find?

Even though we had a domain and technology to use, the landscape was vast with many unknowns. We conducted exploratory research to narrow down the problem scope and establish a shared vision through a design question.

Process Summary: From Idea to Design Question

Process Summary:
From Idea to Design Question

Process Summary:
From Idea to Design Question

Idea: Develop a brand-new VR STEM educational app.
Idea:
Develop a brand-new VR STEM educational app.
Idea:
Develop a brand-new VR STEM educational app.

Understanding the Domain (STEM)

Narrowing the Focus: Consider age, discipline, topic, etc.

Identifying Challenges: What are the current obstacles our potential customers face?

Understanding the Technology (VR)

Assessing Potential: What capabilities does this technology offer?

Unique Solutions: What challenges can this technology address that existing solutions can't?

Design Question

Design Question

How can we create an accessible VR platform that offers engaging hands-on activities for high school students, helping them grasp complex STEM concepts and techniques?

How can we create an accessible VR platform that offers engaging hands-on activities for high school students, helping them grasp complex STEM concepts and techniques?

How can we create an accessible VR platform that offers engaging hands-on activities for high school students, helping them grasp complex STEM concepts and techniques?

Research

Capturing the voice of real users.

Why we chose interview
as the research method:

As most team members were unfamiliar with the topic and technology, we needed an effective way to gather data, so we prioritized obtaining direct input from our stakeholders. So We conducted 23 interviews with high school students, education experts, and VR professionals, resulting in valuable insights.

Secondary Research

Purpose

Learn more about STEM education and prepare the interview questions.

How?

Web and journal research.

Core Findings

Only 20% of US high school graduates are ready for college STEM courses.


  • After analyzing statistics and literature on STEM in the US, we discovered conflicting facts that while STEM skills are becoming increasingly important for the future, the achievement of US students is relatively low.

Experts Interview

Purpose

Get insights on current STEM and VR trends.

How?

Interviews with 5 STEM experts (professors and high school teachers) and 3 VR experts.

Core Findings

The education industry can benefit from VR as a new platform for immersive and visual learning.


  • VR can be a great tool for learning in education. From our talks with VR experts, we found out the good and bad sides of using VR in schools. Both students and teachers are excited about using VR for STEM.

User Interview

Purpose

Identify real challenges students face in STEM.

How?

Interviews with 12 US high school students.

Core Findings

Students are passionate about STEM activities, but learning opportunities are limited or unequal.


  • Students really like STEM, but they don't always get the chance to learn it. After speaking to students and teachers, we learned students are eager about STEM, but schools often don't provide enough support.

We used Affinity Diagram to align
all stakeholders needs with VR opportunity.

Summary of Findings

VR can contribute to STEM in terms of…

VR can contribute to
STEM in terms of…

Experimental Learning

Hand-on experiences improve STEM understanding but can be expensive and dangerous.

VR transforms education into an immersive experience.

Educational Equity

Students receive unequal education due to variations in location, school, and surroundings.

VR enables students to learn anything, anywhere, vividly.

Challenges for VR

VR learning may have a lower level of realism than real-life experiences.

Closing the gap between VR and real experience is needed.

Ideation

How we chose our solution

How we chose our solution from 2 finalists

from 2 finalists

3 Key criteria
for our solution

3 Key criteria
for our solution

After analyzing the data, we identified three main aspects to guide our decision-making. We brainstormed extensively to pinpoint the most suitable solution and ultimately settled on one to develop.

Usability

Solution should address real user problems and deliver clear benefits.

Usability

Solution should address real user problems and deliver clear benefits.

Novelty

Solution should stand apart from existing.

Novelty

Solution should stand apart from existing.

Feasibility

Solution should be achievable within our timeline to build a prototype.

We considered this solution…

A 3D visualization app that simplifies complex
STEM concepts through hands-on experience.
While the solution was feasible and usable, our competitive research revealed
similar features in other products, leading us to explore different options.
Our Solution

Digital twin workshop:
Operate real 3D printer in VR.

Overview

Our solution lets users virtually explore real-world maker spaces, ensuring learning opportunities are accessible to all, irrespective of their surroundings. We aim to bridge the divide between VR and traditional learning, making quality education available anytime, anywhere.

3 Core Features

3 Core Features

  1. Explore the Virtual GIX Prototyping Labs

  • Experience the environment on a true 1:1 scale.

  • Enjoy a 360° virtual tour led by the lab manager.

  • Interact with 3D models crafted within the Prototyping Labs.

  1. Learn the principles of 3D printing.

  • Immersive learning with 360 videos and audio lectures.

  • 3 curated chapters: Basics, Material, and Process.

  • Supplementary text and image materials.

  1. Operate a real-world 3D printer in VR.

  • Digital Twin: Sync with a 3D printer at GIX.

  • Follow a step-by-step tutorial for 3D printer usage.

  • Print 3D models from anywhere, and we will ship it.

Design& Development

Building a fully working

VR application.

  • UX Flow

  • Storyboard

  • Tech Demo

UI/UX Design:
Sketch to 3D world

UI/UX Design: Sketch to 3D world

After finalizing our UX flow and storyboards, we immediately dove into creating 3D low-fidelity prototypes. This approach minimized the transition gap and effort from 2D design to 3D.

  • Low Fidelity - iPad 3D scanning app

    Fast to scan, but rough quality

  • Medium Fidelity - Photogrammetry

    Detailed, but poor performance

  • High Fidelity - 3D modeling

    Medium quality, good performance

3D Modeling:
Realistic environment

3D Modeling: Realistic environment

Striking a balance between visual appeal and technical efficiency, we delved into three distinct techniques to design our 3D environments, always keeping VR performance in mind.

  • HW&SW Diagram

  • Low-fidelity digital twin - lamp

  • High-fidelity digital twin - 3D printer

Digital Twin:
Lamp to Printer

Digital Twin: Lamp to Printer

Using digital twin tech, we began by mirroring a lamp and scaled up to reflect a 3D printer's complexity in real-time.

User Testing

3 major improvements

3 major improvements by testing 17 users.

by testing 17 users.

To evaluate the experience and usability issues of our app, we held 3 user testing sessions with 14 potential users and 3 VR experts and got 3 major improvements.

Add an onboarding stage:

  • Since most users were new to VR, they struggled with controller use.

  • So We added an onboarding phase to guide them through the basics.

Keep design consistency:

  • Our first design had a mix of 2D and 3D buttons, leading to user confusion.

  • So We streamlined our design for consistency, ensuring a unified UI experience.

Encourage achievement:

  • Users valued not just the VR app's utility but also its novelty.

  • So We added celebratory effects, like confetti, to reward and maintain interest.

3 Major Improvements

3 Core Features

Release

The Final Product.

Reflection

Peek into the future

Designing a future of education using emerging technologies over 6 months with mentors from Meta has been a truly invaluable experience for me. Here is a list of the things I have learned and ways I can improve for the future:

Understanding different user groups.

Due to the limited time frame of three weeks for primary research, we were constrained in the diversity of interviewers we could use. As a result, we only interviewed 23 students and education professionals and focused on one user group for our product. However, in reality, a product often caters to multiple user groups with different needs. To address this, we will pay closer attention to user diversity from the research stage and create applications that can benefit a wider range of people.

Striking a Balance between Technology Possibilities and User Needs.

During the project, VR technology was unfamiliar to us and our users, so it was critical to understand its potential from the early stages. No matter how great an idea was, if it was difficult to implement in VR, we had to explore other directions. Conversely, after discovering the powerful features that VR provides, we created better results by linking them to user needs. In conclusion, I learned that design and engineering are not linear processes, and that creative solutions arise from continuous communication and collaboration.

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