Product Designer

Tutorial for New VR Users Details

Case Study: Interaction Design

Tutorial to On board New VR Users


Project Lead and UX Designer



Target Audience

First time Osso VR users


Virtual reality for first time users can be frustrating. The Osso VR: Foundations of Practice Tutorial is a virtual reality simulation that on boards new Osso VR users to use the product’s hardware and software.


  • Showcased at the 2018 and 2019 American Academy of Orthopedic Surgeon’s (AAOS) Conference

  • Currently shipped with VR content to help on board new customers

  • Supported the increase in Osso VR users to over 1,000 monthly users


The Approach

Feedback from customer and conference demos highlighted the need for an on boarding experience to alleviate initial frustrations with the technology. As the sole designer on the tutorial, I was tasked to provide the designs behind a 3-5 minute tutorial and to collaborate with members of both technical art and engineering teams to bring the vision to life in time for the AAOS Orthopedic conference in 2018.

To make the tutorial effective and digestible for new users, I broke the experience into 3 different scenes:

  1. Isolating hardware challenges

  2. Isolating software challenges

  3. A mini surgical technique for users to try out their newly learned skills

Tackling Hardware Challenges

Hardware Interactions that are difficult based on observation and research include:


How should we address these challenges in the experience?


The storyboard aimed to capture these challenges by overlaying a set of controllers onto a user’s virtual hands. Users were explicitly asked to press each button and received both a visual and auditory cue once the task was complete.

Screen Shot 2019-10-16 at 1.54.29 PM.png

Tackling software Challenges

Once the placement and the buttons have been introduced to the user, the user begins to interact with the objects in the operating room. They are asked to pick up objects such as drivers and syringes and must learn how to activate them by pressing the appropriate buttons on the oculus touch controllers.

Software Interactions that are difficult based on observations and research include:


Now that we’ve tackled both hardware and software challenges, how can we apply our knowledge to a relevant scenario?


Practicing Skills

We previously created a generic version of a procedure, so we revised the original content to include pre-assembled instruments to allow users to practice their newly acquired skills without getting too bogged down in the details of assembling instruments.

Portion of generic procedure where users apply their previously learned hardware/software skills!

Portion of generic procedure where users apply their previously learned hardware/software skills!


How is the experience translated from storyboard to VR?


**Short clip from the tutorial released for the AAOS Orthopedic Conference 2018

Iteration 2

Following the first release of the tutorial, several further challenges were observed and incorporated in the updated tutorial for the 2019 AAOS Orthopedic Conference.

Newest Challenges Included:


How does this impact the original tutorial storyboard?


**New steps addressing the challenges are represented in the storyboard as line drawings completed in Illustrator


After all that was updated how does the final product look? What’s the impact?


**The tutorial was showcased at the 2019 AAOS Orthopedic Conference and is currently shipped to all Osso VR Customers along with VR surgical technique modules.


What could we have been done differently?


Create More Of a Sandbox Learning EnvironmenT

Creating a sandbox learning environment would allow users to take the time they need to get even more comfortable with the new environment and objects. Limitations were placed on the tutorial due to the context it was to be shown - a demo at a conference. In this type of environment, it is essential to make sure the user can get enough information to be successful but is pushed along to allow others to try out the technology.