Orange Pitch VR, a VR e-learning

My role

UX and interactive designer at Orange

Team & Duration

Design team: Andréa MELIN and Jean-Thomas SEITEE

Project management team: Alexandre MUGNIER and Anne-Sophie GIMENEZ

Duration: 8 months

Delivery

Concept and interface of the virtual reality software

Summary of the project

As part of an e-learning project « Orange Rhetoric and Leadership » in partnership with Digital and Huma, this module consists of immersing the learner in a conference room.  The learner wears a VR helmet and stands in the middle of the scene on which he or she begins to express himself or herself. The aim is to make this type of configuration accessible to learners, whereas it requires enormous logistics in order to be recreated in reality. This project was rewarded at the Laval Virtual show in the Sciences and Humanities award category.

Mission

My role started very early in the design of this project, I intervened from the drafting of the specifications. In this project, I brought to my team my knowledge of the world of RV and game design in order to:

  • identify the necessary functionalities
  • determine the essential points for RV immersion
  • user tests
  • communication around the project

Intégration sous Unity des éléments de la salle de conférence

Interface formateur disponible sur l’ordinateur

Research and Pathways

Integrate the trainer into the process

From the beginning of the design phase, one of the first questions raised was « How to ensure that the trainer can intervene without breaking the immersion created? From this question came the idea that the trainer had to have an impact on the room and the audience present. In the list of planned functionalities, we find then the possibility to involve a person to ask a question, create a reverb at the microphone level or act on the ambient noise of the room. Various situations are studied and then transposed into an interface external to the VR device. The trainer is not necessarily an expert in the world of IT, so the interface had to be both refined and intuitive. The computer screen then consists of a screen giving the learner’s view and on the right a control panel allowing the trainer to act on the environment.

A new field for the user experience

Although new, UX questions in virtual reality remain essential, especially when the user is immersed in another world. The main focus was on sound and visual immersion, which results in the absence of controllers and an interface for the learner. However, it can move in the space defined upstream by the configuration of the VR room. Another design choice was to remove all presentation materials so as not to suggest to the learner that he could rely on them when they did not exist in reality.

Prix Laval Virtual Learning Sciences And Humanities

Prix du Laval Virtual 2017 dans la catégorie Learning Sciences and Humanities

Address technical challenges and concerns

In the context of e-learning, the budget allocated is often limited. Several tips were then used to reduce development costs. The choice of using low poly in the construction of the characters allowed both this and reduced Uncanny Valley syndrome.

The next step was essentially the pedagogy around virtual reality which in 2017 was beginning to be more accessible with the simultaneous release of the Oculus Rift and the HTC Vive. It was as much a question of reassuring future learners as it was of reassuring trainers who discovered this technology.

Annexes :

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