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Available for work

TL;DR

Problem Statement

Training creators in industrial settings face real challenges - designing content that’s scalable, usable, and effective on AR/VR platforms.

This project explored a central question -
How can XR be designed to support hands-on training in safety-critical environments?

Conducted as a live research collaboration between the University of Nottingham and Jaguar Land Rover supervised by Dr. Kyle Harrington. I led user research & the work contributed to my Master’s thesis.

Why this research matters

Understanding the barriers to hands-on industrial training—and where XR can actually help.

Limited real-world training

Many processes are too risky, expensive, or complex to repeat.

Passive formats dominate

70% of learning is hands-on, but training relies on manuals & lectures.

Why XR adoption is harder than it should be?

Promising but hard to use

XR tool complexity and hardware costs slow down adoption.

Content creation is difficult

Lack of time, resources, complex on-boarding and tech skills holds teams back.

Limited real-world training

Many processes are too risky, expensive, or complex to repeat.

Passive formats dominate

70% of learning is hands-on, but training relies on manuals & lectures.

Why XR adoption is harder than it should be?

Promising but hard to use

XR tool complexity and hardware costs slow down adoption.

Content creation is difficult

Lack of time, resources, complex on-boarding and tech skills holds teams back.

Limited real-world training

Many processes are too risky, expensive, or complex to repeat.

Passive formats dominate

70% of learning is hands-on, but training relies on manuals & lectures.

Promising but hard to use

XR tool complexity and hardware costs slow down adoption.

Content creation is difficult

Lack of time, resources, complex on-boarding and tech skills holds teams back.

Research Goals

  1. Identify user requirements for training creators.

  1. Develop and Test a Prototype

  1. Evaluate Usability and Effectiveness

  1. Recommend Improvements & Future Research

Step 1

Literature Review

These emerged as the most critical across both academic research and industry reports -

Ease of use and onboarding

Ease of use and onboarding

XR tools must feel intuitive—even for non-technical users.

No-code / low-code authoring

No-code / low-code authoring

Training creators need flexible, accessible ways to build content.

Workflow integration

Workflow integration

XR tools must fit seamlessly into existing training processes, not create new silos.

Other recurring themes that shaped the design approach -

  • Modular content structure

  • Instructional clarity and feedback

  • Realistic pacing and user flow

  • Performance tracking support

  • Scalability and cost-efficiency

  • Device comfort and long-term usability

  • Inclusivity and accessibility

  • Resistance to XR adoption

Step 2

Expert Interviews

Interviewed 7 experts from academia and industry to understand real-world training workflows, pain points and expectations.

Interview flow based on participant role and XR familiarity.

Interview flow based on participant role and XR familiarity.

A breakdown of what emerged from interviews across both groups, and what that meant for our XR design direction.

Step 3

Consolidating User Requirements

22 URs identified - Prioritised based on relevance, feasibility, and impact — tagged by Criticality

Ease of Use & Accessibility

Ease of Use & Accessibility

  • Improved usability with user-friendly tools and frameworks

  • Usability for individuals with disabilities

  • Assistance and guidance for varying expertise levels

  • Ease of use and onboarding

  • Support for ongoing learning and troubleshooting

  • Tailored to individual learning styles

Integration & System Design

Integration & System Design

  • Compatibility with existing systems

  • Effective integration with conventional training techniques

  • Handling various content formats

  • Scalability

  • Advanced development platforms

  • Adoption of advanced, less intrusive XR technologies

Learning & Engagement

Learning & Engagement

  • Training content must be relevant and engaging

  • Design with clear objectives & assessment mechanisms

  • Modular and adaptable content

  • Analysing learning outcomes

Safety & Real-World Simulation

Safety & Real-World Simulation

  • Effective simulation of real-world hazards & safety procedures

  • Reliable training methods for hazardous environments

Feedback & Interaction

Feedback & Interaction

  • Providing real-time, actionable feedback

  • Monitoring user performance metrics

  • Tracking user interactions

  • Advanced interaction techniques in XR

  • Enhanced immersion & realism

Step 4

Prototyping

Tool Selection

Compared Unity, ZapWorks, Torch AR, and Reality Composer.
Chose Reality Composer based on -

  • Fast iteration cycles — ideal for rapid prototyping

  • Intuitive interface for real-time AR scene editing

  • Wide iOS compatibility (accessible across test environments)

  • Low learning curve — usable by non-technical stakeholders

This choice aligned with key requirements: ease of use, quick feedback loops, and support for guided learning experiences.

Prototype Goals

Design a low-fidelity AR prototype to test the most critical user requirements -

  • Object interaction

  • Guided task flow

  • Contextual feedback

  • Completion tracking

Prototype Highlights

Faster onboarding, smoother workflows, and a design system that’s ready for whatever comes next.

Drag-and-drop UI for object interaction

Enabled intuitive manipulation of virtual elements — testing interaction design early.

Task segmentation with guided AR scenes

Allowed users to follow structured, step-by-step instructions.

Visual overlays and instructional audio

Provided multimodal feedback — critical for supporting varied expertise levels.

Completion indicators

Gave clear cues on task status — helping users self-assess progress and reduce confusion.

Step 5

Testing the Prototype

Tested with 6 participants (5 academic researchers, 1 industry expert)
Scenario - Simulate an equipment shutdown using the XR training prototype

Key Outcomes

  • 100% task completion

  • 5/6 users completed the task without assistance

  • Avg. task time - 4 minutes 28 seconds

  • Avg. error rate - 1.8 errors per user

  • SUS Score - 66.25 (Marginal Usability)

  • NASA-TLX - 45.8 (Moderate Mental Load)

Interpreting the Scores

  • Task completion and independent performance were strong — users could complete the full workflow even with limited exposure.

  • Moderate SUS score suggests room to refine usability — particularly in onboarding and first-use clarity.

  • Cognitive load stayed in a manageable range, indicating the prototype wasn’t overwhelming even in technical tasks.

SUS ratings grouped by user background. Green = Non-Designer, Orange = AR Learner, Blue = Content Writer

Where the research led us

The prototype showed promise, but revealed a few usability gaps worth solving.

What worked

What worked

Tasks were broken down clearly, making steps easy to follow.

Visual guidance boosted user confidence and reduced hesitation.

Modular design enabled reuse across different training flows.

What didn't

What didn't

Users wanted more guidance when making mistakes.

Onboarding was not intuitive for first-time users.

Lacked real-time analytics for instructors or evaluators.

Curious about the research process or design decisions?

Feel free to reach out

Designing for real-world constraints — and real people.

Designed in Framer, copy perfected by Monday.

© 2025 Gaurav Sinha 🇮🇳

Designing for real-world constraints — and real people.

Designed in Framer, copy perfected by Monday.

© 2025 Gaurav Sinha 🇮🇳

Designing for real-world constraints — and real people.

Designed in Framer, copy perfected by Monday.

© 2025 Gaurav Sinha 🇮🇳