First Time VR User Tutorial

Problem to Solve

­­Through observations made during Osso VR demos and usability studies, first time virtual reality users struggle to learn how to use the Oculus touch controllers and the Osso VR software. Several users stop midway through the procedure due to frustration. To alleviate this frustration and make the experience a positive one, a tutorial was designed and created to address this challenge.

Tasks

  • Teach first time user how to use the Oculus touch controllers

  • Teach first time users how to interact with objects in VR to successfully complete Osso VR’s techniques

  • Can stand on its one or be attached in front of an Osso VR technique

The Outcome

The tutorial was used at the 2018 American Academy of Orthopedic Surgeon’s (AAOS) Conference and then updated and used at the 2019 AAOS Conference. The tutorial is currently shipped to customers to help onboard first time Osso VR users. The creation of this tutorial has improved the user experience and as a result helps to retain customers.

Target Audience

First time virtual reality users using Osso VR

Programs Used

Illustrator, Unity, Google Slides

My Role

UX Designer and Project Lead


The Design Process

Assessing the Problem for Business Impact and Resource Cost

The tutorial was a request from our stakeholders as well as our users after numerous individuals had run through our VR simulation with some frustration. With that being said, there are always other competing features and work that needs to be taken into consideration. To assess whether the problem was big enough and worth solving now, I assessed with the Director of Design and stakeholders the impact the tutorial would have to the company as well as considered what the cost of producing the tutorial would entail. We were able to agree that the business impact would be high and that the resource cost would be high. It would require a designer and engineer to go off on their own to develop the experience; on a smaller team that is time they could be spending on a number of other projects in flight. Ultimately, we agreed it was worth the time and effort for the short-term as well as for the long term retention and onboarding of our customers and users.

Identifying the Target Audience

First Time Virtual Reality Users. These individuals have very limited experience with the Oculus touch controllers and will represent the majority of the users interacting with the product. There are two types of first time VR users, those that will see the software in a demo setting at the AAOS Conference and those who will use Osso VR on their own (the customer). The focus of my designs are on our demo users, but can also be used for our customers since both have similar needs when interacting with the Osso software.

User Journey Map

To capture a first time user’s demo experience and to identify which interactions to isolate and teach in the tutorial, both observations from previous demos and a user journey map were created. The data extracted from both helped develop the project’s requirements. Furthermore, the user journey map helped elucidate and align the product manager, engineers, and stakeholders on the importance of an introductory experience for Osso VR users.

General User Journey - taking into consideration what motivates a user, how the overall experience is, and areas of opportunity to improve the experience. This overall helps to understand the experience and identifies the need for a tutorial. Other areas called out did not apply to this project but were noted for future projects.

General User Journey - taking into consideration what motivates a user, how the overall experience is, and areas of opportunity to improve the experience. This overall helps to understand the experience and identifies the need for a tutorial. Other areas called out did not apply to this project but were noted for future projects.

Tutorial Requirements

  • Create a functioning tutorial for a first time VR user

  • First time users want to know:

    • Which buttons to press on the controller to pick up, drill, twist objects

    • How to hold the controllers correctly

    • How to get through the Osso experience with minimal frustration

    • How to practice interacting with objects until comfortable with controllers

  • Tutorial should help the users get through the interactions with minimal instruction from the person running the demo or VR session

Storyboard

Based on the tutorial requirements, the tutorial was broken into 3 parts:

  1. How to use the Oculus touch controllers (hardware)

  2. How to interact with objects in the operating room (OR) to successfully complete an Osso VR technique

  3. Applying what was learned by working through a segment of an actual Osso VR technique

Part 1: Introduction to the controllers

Design Considerations:

  • Give the user time to adjust to the 3d world of VR

    • Start with a simple grayed out operating room (OR) to draw focus to the controllers and to not overwhelm the user

  • Overlay oculus controllers over a users hands in VR so they can associate the physical controllers with this new world more easily

  • Use visual cues, haptics, and auditory cues to help reinforce where the user should look and press to successfully complete the first part of the tutorial

  • Fade the scene to white and transition to a colored OR scene with gloved hands (overlaid Oculus controllers disappear) This will draw a distinction between the two parts of the tutorial

Below is a high fidelity storyboard of Part 1 of the tutorial for the 2018 AAOS Conference

Partial Storyboard from Part 1 of Original Osso VR Tutorial

Partial Storyboard from Part 1 of Original Osso VR Tutorial

Part 2: Interacting with objects and instruments in a simple colored OR setting

Design Considerations:

  • The white scene fades to the OR, but this time with color and more detail (slowly ramping users up for the full immersion)

  • Users are introduced to gloved hands without controllers overlaid

  • Users are taught how to pick up, drill, and twist objects using the triggers and buttons they were introduced to in part 1 of the tutorial

Part 3: Applying learned interactions to a segment of an actual Osso VR technique

Design Considerations:

  • Which Osso VR technique will best allow a user to briefly run through and try all that they learned in the first 2 parts of the tutorial?

Results

The tutorial was attached to our Osso demo and presented at the 2018 American Academy of Orthopedic Surgeons (AAOS) conference in New Orleans, Louisiana. Some of the feedback included:

  • Adding the ability to pass between two hands in VR

  • Users continue to have problems differentiating between the different triggers

  • Users seem to be confused by the copy/terminology when referring to the triggers as buttons. Think of buttons as those on top of the controller.

As part of our follow up we created an updated Osso VR tutorial to be used at the 2019 AAOS Conference in Las Vegas, Nevada.

Storyboard for new tutorial

The new tutorial for the 2019 AAOS conference in Las Vegas, Nevada incorporated the feedback from the previous AAOS conference along with feedback identified through the numerous demos conducted with our clients. Below is the first page of the storyboard for the new tutorial. It was attached to our updated Osso demo. The updated tutorial was designed in 1 week due to competing design needs on other projects and the need to be ready for development at the start of the new year.

Page 1 of the new tutorial for 2019 AAOS conference

Page 1 of the new tutorial for 2019 AAOS conference

Outcome

The tutorial was well received at the 2019 AAOS Conference. Several work items came out of the event, but far fewer crucial changes compared to work following the 2018 AAOS Conference. The tutorial is currently used in Osso VR’s demo experience shown to potential customers as well helping current customers to successfully on board with Osso’s content.

Lessons Learned

  • Show designs sooner in the process instead of focusing on making your vision aesthetically pretty

  • Evaluate the tutorial as soon as possible even before the entire thing is fully functioning in VR, this will save you time negotiating with technical artists as to what can and can’t be updated/changed before the deliverable needs to be done

  • Have check points and deadlines set from the get-go and get your product owner to agree with your timeline. Continually check in with product owner/product manager to make sure you’re on schedule.

  • Having a product manager makes your life way easier. If possible, designers shouldn’t be product managers and the sole designer on a project.