VR Medical Simulation

Redesigning VR interactions for emergency training scenarios

Role

IxD, UI, UX

Duration

July 2023 - Now

Tools

Figma, ShapesXR, UE 5

Team

Asif Moideen

Rajat Kumar

Overview

I3 simulations develops emergency VR training scenarios in collaboration with hospitals and universities. VR Simulations for medical training provide an immersive learning solution that is risk free and scalable. Legacy i3 products such as Resuscitation VR have shown above average system usability indicating general acceptability. Since then the platform has expanded to produce numerous scenarios with support for multiplayer sessions, various roles, advanced tool interactions, procedures etc.

Challenge

While realism increased, the complexity of interactions began to exceed the ease of use of point and click interactions of previous gen products. Simulating real-world tools and actions came with usability challenges. Larger number of procedures and controls for instructors could not be handled by the existing UI system.

Goal

Redesign VR interactions to prioritize usability and clinical skills.

Design UI addressing unique challenges of VR.

Implement changes to improve i3 products: Resuscitation VR, Petit VR
Success metric: Increased usability scores (SUS) and improvements in task specific usability tests

Research

Learnings from legacy products

69.11

System Usability Scale

"Errors tied to usability weren’t correlated to physical difficulty or misclicks — they stemmed from a restricted interaction space and insufficient feedback loops that left users uncertain or confused about outcomes." - insights from research team.

Analysis of i3 products

1. Visibility of system status

Always keep users informed about what is going on, through appropriate feedback within reasonable time.

No feedback while performing physical exams

Hover interaction does not have feedback

No signifier for position of broselow tape

Interactions are disabled while progress bar HUD UI is displayed

Example from heruistic evaluation

Starting from the 3d whiteboard

In order to design for the virtual space, an emergency room was taken as reference. All scale and proportion considerations where taken with respect to the actions performed in the emergency room.

Taskflow

the task flow in a medical simulation is non-linear and case-dependant. The following is a broad classification of various tasks involved

Iterations

Design Process

After evaluating i3 products and exploring VR interactions across simulation applications, we followed an iterative design process, prototyping and testing various changes.

Locomotion

Previous design: Blink teleportion
Intent: Enable Limited teleportation through point and click in 3dof and 6dof devices with a dedicated cancel button on the controller.
Feedback: while users found it easy and straightforward but the interaction could not be scaled to technical skills and team collaboration

Previous design:

Implemented in Resuscitation VR for pediatrics

Prototype 1:

Implemented in Petit VR for pediatrics

Prototype 2:

Currently testing in i3 Nucleus

Prototype 2: Parabolic teleporter
Intent: Enable free teleportation by targeting a position using parabolic pointer.

Feedback: Users often found small variation in the perceived target position and the actual position, mainly due to obstacles in the virtual ER causing the teleporter to be rendered on top of other objects

Activation

Aim

Selection

Transformation

Prototype 2: Teleportation hotspots
Intent: Enable users to teleport to smart hotspots that are customized for intended interactions

Activation

Aim

Selection

Transformation

Tool interactions

Affordances & Signifiers

In order to make the system feel natural and easy to use, each step of the interaction was designed to give feedback and inform the user about the virtual environment

Spatial UI

Challenges

UI in VR presented challenges that had to be solved for a dynamic and customizable virtual environment

Clipping

Depth-perception mismatch

Poor readability

Collisions

Ergonomics & Comfort

To create a system that doesn't disrupt the actions in the virtual environment and provide information that is contextual to the users needs, world anchored and player anchored UI were tested and categorized.

Layout

a) Inputs & modals - keyboard, numpad, fast forward, notification UI
b) Instructors dashboard
c) Context menus
d) Configuration UI

Solutions

To tackle the challenges of the virtual environment, UI panels were designed to behave dynamically but constrained to objects bounding boxes and move relative to users eye level

Designed to reducing fatigue

focused scrolling for scaling content

Constrained 3d layout

Scaled relative to bounding boxes

Poor readability

Realtime scaling for readability

Constrained dimensions to avoid clipping

Smart animations for collisions

Responsive raycast

Prototyping

Iterated design were prototyped and tested on ShapesXR and Unreal engine.

Laptop

Debriefing

Notifications

Briefing

Simulation fast forward

Mechanical ventilator configuration

Phone

Conetxtual menu

Dosage configuration

Implementation

Redesigned interactions and UI were implemented on feature level across i3 applications including Petit VR, Resuscitation VR, Second chance VR, Obstetrics and Cardiac Arrest

Impact

87.86

SUS Score

81.8%

Ease of use

Resuscitation VR: Updates after heuristic evaluation improving feedback resulted in high SUS score, perception of ease and 90.9% preference for frequent use

5/5

overall positive experience

4/5

Ease of use

PetitVR: While testing with 11 physicians from 8 countries, Petit VR showcased high level of acceptance with a majority of users without VR experience. 93% of clinicians stated they would adopt the platform in their hospital. 87% of clinicians found the simulation to be highly useful for their training.