Orange Pitch VR, an e-learning in VR

As part of an e-learning project “Orange Rhetoric and Leadership” in partnership with Digital and Huma, this speaking module consists of immersing the learner in a conference room. The learner wears a VR headset and stands in the middle of the stage on which he begins to express himself. The goal is to make this type of configuration accessible to learners when it requires enormous logistics in order to be recreated in reality. This project was rewarded at the Laval Virtual in the category Sciences and Humanities award.

Integration in Unity of the elements of the conference room

Goals

My role started very early in the design of this project, I intervened from the writing of the specifications. In this project, I brought my team my knowledge of the world of VR and game design in order to:

  • identify the necessary functionalities
  • determine the essential points for immersion in VR
  • user tests
  • communication around the project

Research and Path

Integrate the trainer into the process

From the start of the design phase, one of the first questions raised was "How can we make sure that the trainer can intervene without breaking the immersion created?". From this question was born the idea that the trainer had to have an impact on the room and the audience present. In the list of planned features, there is then the possibility of involving a person to ask a question, create a reverb at the microphone or act on the ambient sound of the room.

Various situations are studied and subsequently transposed within an interface external to the VR device. The trainer is not necessarily an insider in the world of IT, the interface had to be both sleek and intuitive. The computer screen then consists of a screen giving the learner's view and on the right a control panel allowing the trainer to act on the environment.

Un nouveau terrain pour l’expérience utilisateur

Although new, the questions of UX in virtual reality remain essential especially when the user finds himself immersed in another world. The focus was mainly on sound and visual immersion, which results in the absence of controllers and interfaces for the learner. It can however move around in the space defined upstream by the configuration of the VR room. Another design choice was to remove all presentation supports so as not to suggest to the learner that he could lean on them when the latter does not exist in reality.

Interface formateur disponible sur l’ordinateur

Take up technical challenges and apprehensions

In the context of e-learning, the budget allocated is often limited. Several tricks were then used to reduce development costs. The choice to use low poly in the construction of the characters both allowed this while reducing the Uncanny Valley syndrome.

The next step was essentially pedagogy around virtual reality which in 2017 began to be more accessible with the simultaneous release of the Oculus Rift and the HTC Vive. It was as much to reassure future learners as it was to trainers who discovered this technology.

2017 Laval Virtual Prize in the Learning Sciences and Humanities category

Annex:

Description

Role : UX Designer

Tools: Suite Adobe 

Methods: 

  • Functionality definition
  • Userflow
  • Wireframe

Duration: : two months

Delivery: definition of the rules of the universe in virtual reality and choice of the functionalities to be integrated.

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