VR Training UX: How to Make Learning Compelling [Video]

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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.

Dark purple metal render by Pawel Czerwinski on Unsplash

Deconstructing VR Training
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