VR Training Series: Part 1
Why is it that some VR training feels like a chore, while other training feels genuinely compelling? Poor VR Training design doesn’t just bore users – it can actively frustrate them.
After spending over 43 hours deconstructing both 2D simulators (like Rover Mechanic Simulator) and foundational VR experiences (like Oculus First Steps), I’ve condensed the research into a set of actionable design principles you can use to create more compelling and memorable VR Training experiences.
In this video, I’m kicking off a new series focused on the UX of VR Training.

Deconstructing VR Training
Design Course
✓ 10 Weeks
✓ 15+ Classroom Hours
Learn more about the UX best practices
Dive a little deeper with video lessons
See how others have solved this problem
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