Contributions
Environment Design & Spatial Planning
Led the design of both environments by prototyping full user flow in Shapes XR. To maintain clarity especially regarding complicated magnification of cellular levels
This design was presented inside Shapes to the align the rest of the team with the vision and interactive elements
Visual Communication & Direction
Produced concept art and storyboards to communicate visual direction and design sign off
User flow & Storyboarding
Created storyboards that outlined userflow of all key interactions of both applications: cellular magnification, neurofibromatosis cell mutation at the molecular level, interactive game, blood vessel damage animations.
UI/UX Systems
Mapped and presented interaction design inside Shapes XR to the align the rest of the team with the vision and interactive elements
Created detailed design documents for artists and developers to ensure smoother production
Production
Collaborated, edited and implemented 3D animations: exploded pipette diagram, molecular level protein production.
Joined regular meeting with SMEs to interpret changes and communicate with the wider team
Problem
Improve learning retention by active engagement of technical and non-technical personnel in learning abstract concepts of rare medical diseases
Limited access to pharmaceutical equipment which affects the adoption of learning and practicing of processes
Challenges
interpret and communicate complex concepts from SMEs into tangible interactions and accurate animations
Ensure active participation from users to engage audiences in complicated and lengthy information
Solution
Both applications guided users through an emotional and educational journey. It starts with a personal meeting with an individual with a rare disease, followed by interactive exploration of the human body to uncover the disease's causes, effects and treatments. This promoted active participation in the subject matter and deepened understanding through visualisation.
The Pipetting application lets users investigate, explore and practice with digital replicas of three pharma grade pipettes and pipette aids. Users learned about the different parts of equipment, the application and how to transfer different volumes of liquid, safely and efficiently.
Key Features
Circuit style gamification of NF1 molecular cycle
Shooting game to attack virus cells in blood vessel with accompanying educational animation
Lever interaction to illustrate aHUS cellular behaviour
Healthy and unhealthy body environments to further highlight causation
Practice and assessment modes in Pipetting
Accurate volume detection and transfer information
Tactile and augmented mapped controls of pipettes
outcome
Two narrative driven apps that unified complex subject matter and emotional impact through creative, interactive game mechanics
The success of these two projects directly led to follow up work for Pipetting Training