VR Safety Training Program Case Study Webinar: Answers to Your Questions

Virtual reality (VR) training can transform traditional learning, increase engagement and retention, and enable scalability and cost savings. Emily Cooper, SweetRush XR Producer, and Tobias Washington, Head of Talent Technologies, Innovation, and Creative Solutions at CHRISTUS Health have answers to important questions about the development and successful implementation of a VR safety training program.

At our webinar, VR Training Program Case Study: Aggressive Behavior De-escalation at a Healthcare Sector Organization, SweetRush and CHRISTUS Health shared the behind-the-scenes story of a VR learning program aimed at de-escalating aggressive behavior in healthcare settings.

Emily Cooper, SweetRush XR Producer, and Tobias Washington, Head of Talent Technologies, Innovation, and Creative Solutions at CHRISTUS Health, covered the insights and the benefits of VR as an essential, effective, and safe training solution. 

We want to thank the webinar participants for their excellent questions. As promised, here are answers to the questions we didn’t have time to answer live!

General VR Training Questions

VR Training Program

What do you think of cardboard single-use headsets?

Cardboard single-use headsets were, at one point, a popular VR delivery method. As we explored their use for VR training, however, we came across some important factors to consider:

  • Lowest common denominator. The delivery device for a cardboard headset is the smartphone. Therefore, when designing VR, you need to think about the lowest-performing smartphone in your target audience. This often calls for simplifying the experience and creates limitations on what you can design.
  • Immersion. Without a doubt, immersion is a big factor in the VR training experience because it heightens engagement, which is certainly part of the formula for achieving an effective training program. It’s difficult to create a sense of immersion with the level of content you can produce for a cardboard headset.
  • Price. Even though cardboard headsets are inexpensive, you will still need a smartphone to run the VR training. So if you need to provide all the equipment (and can’t rely on BYOD), the Oculus Quest VR headset, a premium stand-alone device, will cost you less than your average smartphone.

What do you think about VR training experiences? Are they more efficient than the traditional approach?

VR training is often more time-efficient than traditional training. VR is best suited to short burst training—10 to 20 minutes is the sweet spot. VR is not one-and-done training. Instead, learners can repeat the training and log multiple practice sessions. Learn more in Your Guide to VR Training Programs: Virtual Reality for Our New Reality.

We are looking to develop VR training programs. Personally, I have an Oculus Quest, and it makes me very dizzy. I can stay in my headset for only about 10 minutes. When thinking about deploying VR to an employee population, how do you mitigate that? Do you create a separate non-VR training for those who can’t tolerate VR? Also, are there any Americans with Disabilities Act (ADA) concerns to consider?

We’re sorry to hear you’re experiencing sensitivity in your headset; it’s true that it does happen for some people. Fortunately, a fair amount of research has been done in this area, and we monitor the latest findings to help optimize our VR learning programs. After all, our goal is to create VR experiences that are comfortable and enjoyable! 

In the research, there are strong correlations between how the VR content is created and optimized and the potential for experiencing dizziness. Technical elements, if done correctly, can help mitigate these adverse effects. Additionally, headset technology is getting better and better, which has reduced this problem over time and will continue to do so as the technology advances.

An alternative for people who are highly sensitive is a WebVR version. WebVR has limitations and isn’t the right choice for every learning program, but it can be used to create an experience that can be accessed through a browser rather than a headset.

Regarding ADA, understanding your audience members and their needs is your first step in determining whether VR is the right solution for your learning program. If designed with ADA needs in mind, VR can be a great solution for many people with disabilities; at the same time, as a visually driven platform that often requires physical movement, it can exclude some people. The World Wide Web Consortium has a good article about the issues and opportunities of VR accessibility. The article mentions some interesting disability-related uses for VR—for example, simulations that help people adjust to new disabilities or help learners empathize with people who have disabilities. 

Typically, which VR training approach is more expensive to develop? 360 video or computer-generated imagery (CGI)?

It depends! We recommend keeping an open mind as you define your performance and learning objectives at the start of your project. This will help you determine what VR environment you need and what you want learners to be able to do and practice in your program. A simple live-action 360 video experience may suffice. Or, on the other end of the spectrum, you may need a stereoscopic 360 camera and many actors, or you may choose something in between. The same goes for CGI: you may be able to use inexpensive stock assets, or it might be necessary to go full-blown motion capture style. Or, again, you may find a happy medium. Both 360 video and CGI can be done simply and relatively inexpensively, and both can be more complex and expensive. Your desired learning outcomes should always guide your choices.

How should I build a business case and persuade the business and budget owners (especially in the COVID-19 era) to invest in VR solutions? And what’s the best way to start an implementation in a company? Small group? Big program?

We have a great section on building a business case in our eBook Virtual Reality for Our New Reality. Here are some of our key recommendations:

  • Invest in a few headsets for key team members. VR is a “see it to believe it” technology!
  • Introduce VR as a Learning and Development (L&D) opportunity. We’ve had several clients do this by bringing us in for an XR workshop. Your stakeholders get to learn about the technology, and there’s time designated for brainstorming VR training use cases for your organization. (Note: We can do this workshop virtually.)
  • Choose a performance challenge that’s significant and ongoing, as Tobias mentioned in the workshop.
  • Start with a proof of concept—many of our clients have had great success doing this. This often means creating a small part of a bigger program. A proof of concept gives stakeholders a taste of what’s possible, gives you a chance to test the process (and your vendor), and results in a tangible program you can share.

Since you mentioned COVID-19, it’s worth stating that there are many new strong use cases for VR that allow people to practice together safely. Think about redirecting unused travel funds toward an investment in VR equipment and content.

About the CHRISTUS Project

CHRISTUS Agressive Behavior De-Escalation Program

Program and Project Management Questions

How many people were involved in this amazing project, and what roles did they play?

Thank you—we’re very proud of the collaboration! At SweetRush, we had one Instructional Designer, one XR Producer, one Project Manager, five 3D Designers and Animators, four Programmers, and two Audio Engineers. We also had a QA team that performed play testing.

On the CHRISTUS side, about 20 stakeholders and associates participated in the on-site XR Workshop with SweetRush. Throughout the development of the project, stakeholders were kept abreast of progress and weighed in at key milestones. Associates, who represented the target audience, shared ideas, experiences, and feedback. Throughout the process, it was important to engage those whom the training would affect. The specialized team of five to six people who worked permanently on the project with SweetRush was in weekly communication throughout the entire project. As the VR safety training is rolled out, we expect this team to grow.  

What testing techniques did you use throughout the process to make sure you were building the right user experience?

Great question. Put together, the members of the SweetRush SPARK team have deep experience in instructional design, game design, and VR and app development, so all of these disciplines inform our process and approaches to ensure an optimal learner experience.

Our process for any learning program starts with deeply understanding our audience, which we do by working closely with our client. The amazing stakeholders we worked with shared important insights about the learners at CHRISTUS and how we should tailor the experience to meet their needs.

At SweetRush, we’ve merged instructional design with game design, and our iterative design process lets us test approaches with our client and users and identify the approaches that resonate with learners.

During development, we look to optimize the experience from a performance perspective. In this case, each activity had many components, so ensuring that the experience ran smoothly in the headset was important.

Finally, we invest significant time in play testing, both internally at SweetRush and externally with our client. Play testing can show us where we need to tweak the user experience. One part of the program we focused on was getting the body movement tracking correct to give the user the accurate feedback. 

Development/Technical Questions

What engine did you build this VR training in? Unreal or Unity? How did you make this decision?

Unity engine. In our experience, Unity is more flexible with third-party technologies, which were essential for the voice and tone recognition and analysis requirements of this program. We also find that Unity enables faster custom development and implementation of new technologies. We use Unreal Engine in other situations, but in this case, given the requirements of the project, the Unity Engine was the right choice.

Program Design

Is the scoring directly related to how people are evaluated?

The goal is to tie the two parts of this safety training program (the classroom training portion and the VR training portion) to an overall clinical de-escalation program that CHRISTUS is implementing. Through the point system and data tracking of the VR, CHRISTUS will be able to see which individuals can correctly apply the proper approaches and techniques. As the program rolls out, CHRISTUS expects to see how it integrates into evaluation. 

Was timing a metric in completing an activity/exercise?

We considered using a timing metric during the design phase of the project. We tested how this could be implemented in each scenario and decided that a timing metric did not support our learning objectives. One of our goals was to give learners an environment in which they could learn at their own pace. The program definitely has stakes and consequences, but we chose to design them without integrating a time factor. 

Was there any decision-based branching in the simulations (e.g., going down a different path based on a particular response)?

The verbal de-escalation scenario includes “mini” decision-based branching narratives based on the learners’ answers. For every step of the scenario, the avatar reacts to what the learner says. Because the learner cannot progress to the next step without giving the correct answer, the scenario does not branch as entirely different narratives, but each step can have a narrative. 

Avatars

Aside from the facial diversity, was there a challenge in terms of the users’ spoken language (e.g., English, Spanish, European, etc.)?

The target audience for this project is hospital health care and security professionals, which is primarily an English-speaking audience. For this phase of the program, we decided to focus on processing one language. There has been some discussion about integrating additional languages into future versions of the program. 

Analytics

What tool did you use for analytics? Did you hand-code them or use a plug-in, off-the-shelf, or third-party tool?

The VR Dashboard was built internally by our SweetRush SPARK team. VR analytics and reporting have exciting potential for L&D. Compared with other training delivery methods, the VR headset lets us track more data about the learner experience. We can also use the data in real time to provide immediate feedback to the learners or trigger events in the headset based on their actions. Combined with a great assessment strategy outside the headset, analytics presents a significant opportunity as a pathway to improving learner experiences and learning outcomes.

Was this dashboard built specifically for this project, or is it a customized learning record store or learning management system that multiple projects are hosted on?

We customize the VR Dashboard to meet the needs of individual clients and projects, so it can be deployed separately, rather than living in a single platform. Because we created the code, we can adjust the way information is gathered and presented.

Distribution and Maintenance

Did you distribute the headsets to the trainees, or did they purchase the VR headsets?

The CHRISTUS team purchased the headsets and will distribute them to several of their ministry (hospital) locations, where training rooms will be created. 

Do you have designers/developers now that can update or make changes going forward?

As we shared in the webinar, the VR learning program created for CHRISTUS is a higher-complexity experience. It has a custom CGI world/environment, many avatars, and several integrated technologies for voice and tone recognition and analysis, body movement tracking, and analytics. Given its complex nature, the program will require an experienced VR team to maintain the program moving forward.

That said, some organizations are dedicating resources to exploring VR development internally, and some authoring tools coming on the market can create VR learning experiences with simple interactivity. As the technology advances and more organizations adopt VR, it’s easy to imagine a model similar to eLearning, in which organizations can create and maintain a certain level of complexity internally and can call on great vendor-partners to help with more complex and interactive programs.

For this project, CHRISTUS will work with SweetRush if any updates, changes, or additions are made moving forward. 

Applying the VR Training to Other Uses

Applying the VR Training to Other Uses

How could the VR training solution be useful in a manufacturing environment?

The manufacturing industry is rich with opportunities for using VR as an L&D tool. VR training can help develop the specialized skill sets needed in the sector and to conduct safety training in manufacturing environments. If you need training in the use of specific machinery, you can replicate that training in a VR environment. Not only can you create a place to interact with expensive machinery safely, but you can also use haptic feedback to create sensory input within the training. Because of its immersive nature and ability to evoke emotional responses and offer interaction that mimics real-life behaviors, VR is a great solution for the manufacturing industry. 

Can this type of VR solution be used in community settings?

VR can be used in many settings, including education, community outreach, entertainment, and enterprise. If your community is trying to shift a thought process or behavior, VR could be a great option. For example, if a small community wants to promote acceptance and understanding, a VR experience that addresses unconscious bias may be the answer. The possibilities are endless. You could set up a VR center at a library, sanitizing headsets after each use, so people can participate.  

How can the Oculus Rift be used for health care?

The Oculus Rift can be used for technical and safety training simulations and soft skills and empathy training. Live training that is costly or dangerous is a good candidate for VR training. Read about VR training use cases in Your Guide to VR Training Programs: Virtual Reality for Our New Reality.

How can VR training improve health care?

In the VR world, learners have a safe place to practice, receive real-time feedback, and replay scenarios and activities multiple times. Instructors and peers can be “in the room” observing or providing guidance. Read about VR training use cases in Your Guide to VR Training Programs: Virtual Reality for Our New Reality.

VR Trends

Virtual Reality Trends

What’s the next step in virtual reality?

Learning trends in VR include multilearner experiences, instructor-led learning experiences, voice recognition and tone analysis, body movement tracking, facial recognition, integration of biometrics, and learning analytics. Learn more in Your Guide to VR Training Programs: Virtual Reality for Our New Reality.

Could you talk more about biofeedback in VR training? How would it work, and what data could you gather?

Biofeedback is an exciting element of data capturing and tracking in VR. How biofeedback is used can range widely. It can include simplistic heart rate monitoring, in congruence with the training program, to see how learners react under different conditions. Or it can involve mapping brain activity and breathing patterns, tracking muscle contraction, and using this data and feedback to help change behavior and mental patterns in patients through VR training programs

For the most part, to track biometric feedback, you need wearable devices: outside trackers, monitors, or equipment to add biofeedback to your VR solution. This is an exciting advancement in our field, and we’re seeing several head-mounted display (headset) manufacturers explore how they can integrate some of this tracking in their headsets without the need for additional equipment. Because of the excitement and potential for enterprise around biofeedback, we can expect leading companies to put time and resources into this effort—meaning we can look forward to advances in this area. 

If you are eager to learn more about VR training programs, use cases, and success stories, download the Virtual Reality for Our New Reality eBook. 

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Virtual Reality Case Study Webinar: Answers to Your Questions

Whether you’re a VR learning newbie or virtual pioneer, there are insights to be gained from the groundbreaking work produced by the SweetRush SPARK team and its clients. In this article, SweetRush’s experts answer questions that came up in its recent virtual reality case study webinar.  

Hello, everyone—JC here! I hope you had a chance to join us on June 20 for our virtual reality case study webinar—if you didn’t, you missed my feeble attempts to say “hello” and “thank you” in multiple languages, which may ultimately get my passport revoked.

If you missed our lively session, I encourage you to check out the recording available over at eLearningIndustry.com.

Before we jump in, I want to give a big shout-out to my co-presenter, Blaire Bhojwani, Senior Director of Learning Innovation at Hilton. Not only is Blaire an incredible partner, she’s a generous and caring friend, and we really appreciate the time she took to share the work we’ve done together. Thank you, Blaire!

Thank you also to our friends at eLearning Industry and their webinar hostess with the mostest, Mel Chambers! 

Now, on to your burning questions.

VR training programs banner

Virtual Reality! What is it good for? 

Several questions came in during our virtual reality case study webinar about use cases for VR for specific industries—health care and professional services among them. Truth is, I doubt there is an industry out there that could not come up with a good reason to apply VR as a delivery modality for learning.

VR has always been a great solution for re-creating environments to practice skills safely—especially environments that are dangerous or costly to create, or travel to, in real life, and many companies are piloting VR for these use cases. However, where we’re seeing a lot of interest—and this ties to the two projects we showcased in the webinar—is VR learning for soft skills and empathy-building.

Collaborating with Hilton, we created two VR learning programs for two different audiences, yet they share a key objective: increasing empathy and appreciation for others. 

  • One helps corporate team members appreciate the physicality and complexity of their fellow team members working in the hotels, through hands-on activities that give them a taste of those jobs.
  • The other helps the hotel team members empathize with guests encountering problems during their stay—and through scenarios has them experience the wrong and right ways to respond to a guest’s challenges. 

There are other learning modalities that address these objectives, from role plays to branching scenarios and simulations. What makes VR an attractive—and effective—option is the ability to fully immerse learners into situations, where they can literally walk in the shoes of others and generate a real sense of empathy.

Just as research has shown the connection between engagement and retention, I predict we’ll see more research on the connection between immersion and retention. “Being there” is an experience that’s hard to forget.

What advances are you working on for VR learning programs for soft skills?

OK, I’ll be honest: No one really asked this question, but I have some cool stuff I want to share with you. The pace of advancement in VR is incredibly fast and (shout-out to the SPARK team) we’ve got a lot going on.

Sentiment Analysis

With sentiment analysis, we’re picking up differences in the learner’s tone of voice and adapting the experience based on that input. 

Let’s say in the VR world you’re giving your “colleague” a performance review. You say the right thing, but your tone is abrupt or lacking warmth. The VR program can give you that feedback and ask you to try again, once again monitoring your tone to see if you got closer to the best practice.

In the near future (yes, AI), I predict we’ll have the ability to program the avatar to react based on your tone. Amazing!

Body Tracking

With body tracking, we have the ability to “see” the way learners are holding and moving their bodies, including hand and arm movements and posture. Body language is such an important part of how we communicate, and now we can monitor that within a VR experience.

Again, at this point we can incorporate that information into feedback and remediation, and in the future we’ll very likely be able to program a real-time response to body movements.

Rift, Go, Quest, VIVE, Cardboard . . . What headset should we be using?

Unlike many VR developers, we’ve done our very best to remain headset-agnostic. (As eLearning developers, we are also authoring tool- and LMS-agnostic.) This forces us to stay on top of the headset race for supremacy, and for our clients it means that we’re flexible to use whatever system works for you.

If you’re new to VR, you may not know which system you need, and all of these options can be pretty overwhelming. And, here I am writing this in the summer of 2019, and three or six months from now it could be a different story. 

So let me share what we’ve seen from our experience as of today. Fair warning: this is by no means a comprehensive comparison of headset features—just a quick hit on some of the bigger players that our clients tend to gravitate toward.

Cardboard

Many people want to get started with Cardboard. I get that—it’s (seemingly) an inexpensive way to get started. And that’s what it’s best used for—getting started. It’s a quick way to get people into experiences and trying VR very easily. Good use cases for Cardboard might be marketing, prototyping, and tours of environments. 

For VR, it’s very limited in terms of complexity and experience. It’s 3DOF (3 degrees of freedom), which means you can’t walk around, you can only look around. It’s limited by the phone’s CPU and the available Wi-Fi.

Here’s the real kicker if you’re thinking about Cardboard for enterprise: the equipment is really the phone. So you need to look to your mobile learning strategy—are your employees using their own phones? Are you providing the phones? Phones are as expensive as a nice VR headset!

Oculus Rift

When Rift came on the scene, it was really exciting to see a system with some real horsepower and 6 DOF (six degrees of freedom), which means you can also walk around in the VR space, not just turn your head. That’s because it’s designed to work “tethered” (connected) to a nice gaming laptop (which gives us the horsepower) and has external sensors to track the position of the person wearing the headset. Our first VR learning program for Hilton was designed for the Rift.

Today, the new headsets on the market are untethered (mobile VR), and don’t require a gaming laptop, meaning they store the VR programs on the headset itself. An untethered 6DOF experience is obviously a lot more convenient, but for high-end VR experiences we may still choose the Rift (or HTC Vive Pro) to utilize the horsepower of the connected gaming laptop. Though, generally speaking, especially as untethered devices become more powerful, that is clearly the way of the future.

Oculus Go and Quest

Go, and the latest addition to the Oculus family, Quest, are these types of headsets—mobile, untethered. Just like the evolution of phones, each new headset is able to store more data and process more information faster—which makes the VR experience richer and more interactive.

The Quest is more powerful than the Go—and more expensive. And, for now, higher quality is more expensive. But because overall the headsets are getting more powerful, that won’t be a limiter for long.

Others: VIVE, Pico

VIVE is a strong competitor of Oculus and has its own line of products doing battle with Oculus—and that’s a good thing for the consumer. While more options means more to consider, it also means a continuous push for better products and market forces driving  prices down.

Our first VR learning program for Hilton was developed for dual delivery: the Rift and the VIVE, and that’s entirely possible if that meets your needs. Often VR development is happening in multiple areas of the company (sales and marketing, learning and development) targeted for different equipment, and there’s a definite advantage to sharing among these teams.

Pico is a new player coming online with a focus on the enterprise market—one that we’re watching closely.

How to choose?

When we work with clients who are new to VR, we often recommend starting with our SPARK XR Workshop. This is a full-day session in which we bring the different headsets to you, so you can try them hands-on.

The decision you make about headsets should factor in both your enterprise needs (and budget) and the learning experiences you want to provide. We can help you find the sweet spot! As consultants immersed in a quickly changing technology-driven marketplace, we have to pay close attention and advise clients. Our leaning at this time is that Oculus is emerging as the market leader and they have a lot of momentum . . . but the game is on, which makes being on the playing field challenging but also engaging and exciting. 

How many VR users can you have at one time?

OK, let’s start here: Each user needs to have his or her own headset. 

Now, let’s talk real estate. If you’re using the Rift, remember you also need a laptop setup, so that’s going to take more space. The untethered headsets require less space, but you still need some room. For example, the Quest recommends a 6.5’x 6.5’ space for game play.

Let’s say you have a big room—like a ballroom—for your VR location, and you want to pack ‘em in. Now you need to consider sound and voice. Each user needs to be able to hear the VR program, and, assuming there’s voice recognition in your program, the program needs to be able to hear the user clearly.

Now let’s say you want all of those users to be “inside” the same virtual world at the same time. Totally possible! How many users are in that experience will depend on what makes sense for your learning objectives and the activity we design.

Can you see what the user is doing when they’re inside the VR program?

We’ve learned that being able to direct users—particularly those new to VR—is often an essential need for facilitators. Our Controller App includes some cool features to help you do that.

Facilitators will be able to connect to a headset and see what the users see, as well as cast that to a TV screen with Apple TV. Imagine using this technique in the classroom, with one user in the headset and the others watching what’s happening on the screen. Great stuff.

Do I need a developer to get started with VR?

If you’re at least somewhat familiar with eLearning authoring tools, you know there are many, many tools available out on the market to help you create eLearning. The easiest tools to use—that just about anybody with pretty good technical skills can pick up and get started with—are also the most limited in terms of their capabilities. If you’re trying to accomplish something more complex and interactive, then typically, yeah, you do want to get some help from a developer.

The same is true(ish) for VR tools. The majority of the easy authoring tools are designed to work only with 360-degree video or photography. If you’re interested in using 3D environments, having users interact with 3D objects (as we showed in the case study webinar), that will most likely require a more sophisticated tool.

The greater the complexity and quality, and the more interaction you desire, the more you’ll need to start using more complicated tools that require more and more advanced programming skills. The VR design and development space and the tools that support it are just not as mature as the eLearning space, and the pace of change is daunting. This may sound self-serving, but I believe it to be true: Except for doing rudimentary development, you’ll need a developer. In every project we’ve taken on we’ve encountered problems and challenges that are technical, creative, and even extend to how instructional design fits in. At this point in the evolution of this modality, all these things demand highly skilled teams that have the expertise to work through the inevitable issues that will arise. 

Yeah, but how long is a VR project going to take?

Again, just like eLearning, the design and development timeline is really going to depend on the complexity of the end product.

At the low-complexity end, you’ve got your basic tour. That means you pop on your headset and explore a virtual environment. Tours use 360-degree photography and/or video that is shot and then “stitched together.”

At this end of the spectrum, we’ll do a storyboard, the shoot, the stitching, and then upload the final experience. That can take as little as a few weeks, assuming the environment you want to shoot is generally available.

So that’s very simple. Moving up the spectrum of complexity, you might add actual scenes with live actors and interactive elements. That will require storyboarding, casting, shooting, stitching, and programming. And of course all of this means more testing. Now you’re looking at closer to a few months to produce your VR learning program.

To create a custom 3D environment and 3D objects with which you can interact, you’re moving up the spectrum of complexity quite a bit. 

You’ll need to take pictures of the environment and then recreate them in 3D at the level of quality you want—the higher the level of quality, the more time it will take to get the textures and details just right. You might also add characters (avatars) and objects,  which also will need to be designed.

And if you’re using 3D, you most likely want to make it interactive, so there’s programming involved as well. These projects are typically four to six months, but depend a lot on the complexity and quality.

Where should I go to learn more about VR?

The community of VR users and developers is rapidly expanding. Here are some resources to keep you up to date on all the latest:

Well first, a shameless plug for our Emerging Technology Trends for L&D eBook, which I hope you’ll download—lots of good insights on VR, AR, and AI. And please do subscribe for regular updates from SweetRush.

Within L&D specifically, the Realities 360 conference is a great way to see some of the work that’s going on. We’ll be at Oculus’s OC6 conference in September participating in various ways . . . perhaps we’ll see you there! And the XRDC conference in San Francisco in October has a training track—we’ll be speaking, so if you attend, please come say hello!

Medium is subscription-based, but does tend to have a lot of articles published about VR and AR. The social media platform Reddit has a subreddit (discussion forum community) for virtual reality.

Also, follow the headset manufacturers on social media for the latest announcements about their products: Oculus, VIVE, Pico.

 

Emerging Tech Innovating Soft Skills Training for Employees

Soft skills training for employees isn’t what it used to be—and that’s a good thing. Get ready to play as you learn with gamification, virtual reality, and more.

As the pace of change propels us ever forward into the Fourth Industrial Revolution, technical skills are quickly being made obsolete by newer ones. It’s nice to know, however, that some skills will never be obsolete. Soft skills—such as communication and creativity—will always be crucial in the workplace, and vital to one’s professional success. And in today’s knowledge economy, soft skills training is of increasing importance and here at SweetRush, we’re seeing growing demand.

A 2018 LinkedIn Learning trends survey revealed that 65% of executives, 66% of people managers, and 74% of talent developers agree that leadership training is the most important kind of corporate soft skills training. Most of them also agree that communication and collaboration are essential soft skills training topics for employees. And several surveys as of late cite empathy as a key “skill” to develop in workers.

But how do you effectively and efficiently teach people to communicate better? Or increase their empathy? Or improve their decision-making? Or become more adaptable?

Thankfully, emerging technologies (ET) not only offer many solutions for soft skills training, they’re revolutionizing the way we think about and deliver employee learning and development—for the (much) better. All the modalities within the ET umbrella—virtual reality (VR), augmented reality (AR), and simulations among them—can contribute to improved methods of teaching soft skills, and some are more apt for specific skill training than others. And some, like gamification, are successful in teaching multiple soft skills.

In “Soft Skills Training: Trends in Digital Learning and Emerging Technologies,” author Danielle Hart, SweetRush’s Director of Marketing, references several soft skills learning programs developed by SweetRush in collaboration with our clients, such as, “…using gamification to give learners a time constraint and approach a situation by thinking on their feet. This approach mimics the real world, where employees need to react quickly during conversations and customer interactions.” 

Many ET modalities can also help to develop empathy in learners. Virtual reality is impactful because “it is as close to being in the real world, having a firsthand experience, as we can possibly create,” says SweetRush Senior Learning Strategist Mary Gannon, PhD. Online simulations and avatar characters are highly effectual as well. Add augmented reality to the list, too, as it holds endless creative applications. Keep in mind, though, that empathy is but one of many skills these modalities can help inspire, reinforce, and expand on.

That platforms normally associated with entertainment and fun can be used for developing soft skills—so valuable to both workplaces and career trajectories—is quite intriguing, as well as welcome, news. And with 86% of millennials1—millennials being nearly half of the workforce2—saying they’d remain with their employer for the long term if offered “career training and development,” it sounds like ET-driven soft skills training is a big win-win for organizations and employees alike.

DISCOVER MORE ABOUT ET IN L&D NOW BY READING SOFT SKILLS TRAINING: TRENDS IN DIGITAL LEARNING AND EMERGING TECHNOLOGIES

1 https://www.theladders.com/career-advice/survey-86-of-millennials-say-theyd-prefer-to-stay-and-grow-within-their-company 

2 https://www.forbes.com/sites/workday/2016/05/05/workforce-2020-what-you-need-to-know-now/#73b2c92d632f

VR Leading the Latest Trends in HR Technology

An article recently published by CNN on how virtual reality is globally setting the bar for the latest trends in HR technology and the approach to recruiting and training made me think about my past experiences of switching jobs.

I started working when I was 18, and began my career as a writer when I turned 24. During that time, I worked for  four or five employers. Looking back now, I realize that on most occasions, each company’s recruitment process was pretty minimal. Once I started a position, I got barely any onboarding or training.

To see how common this was, I asked my friends—all of whom work in different industries from me—about their professional experiences. Their answers were quite similar to mine. You see a post on LinkedIn or some other form of media, you apply, you wait for a call. Once you get and start the job, you’re pretty much on your own.

If this rings any bell for you, it’s because that’s been the process at many companies. Sure, there are exceptions to the rule—I currently work for one of those exceptions. However, I think it’s safe to say that most of us have had lackluster recruiting and training experiences.

A Better Future Is on the Virtual Horizon

Things, however, seem likely to change, partly because of the latest trends in HR technology. In “How VR is Transforming HR,” CNN reports that a growing number of companies are using virtual reality (VR) to recruit and train staff, with immersive experiences giving employers new ways to deliver training and foster empathy at work. 

Emma Kennedy, author of the article, cites that some companies are using VR “to attract new staff. Potential hires can wear a VR headset. Within a matter of seconds, they can experience a job in a very real-life atmosphere.”

The technology is also a way for companies to pick the best candidate for their team. They can assess candidates by testing them with real-life situations they would encounter in the position.

A Virtually Simulated Path Toward Real Empathy

The use of VR for staff training and recruitment is not yet mainstream. Nonetheless, according to the article, experts predict that it will be in the future. Other trends in HR technology could follow. 

At SweetRush, we strongly believe in the power of VR—and other emerging technologies, such as augmented reality and artificial intelligence—to create more immersive and effective learning programs. The core of our mission is developing a strong learning curriculum that suits our client-partners’ needs. However, we believe these technologies are powerful tools that can greatly enhance the Learning and Development programs we create.

One major advantage VR gives us is the ability to build empathy through immersion. “You can experience what it is like to be in a wheelchair, or be the minority in the room, or to do someone else’s difficult job that you never really thought about,” said Arturo Schwartzberg, Cofounder and Chairman of SweetRush, who was quoted in CNN’s article.

The article tells the story of the work we did with Hilton. Together, we developed a VR experience for Hilton’s corporate team members. The program gives them a taste of the hard work their colleagues in the hotels, from the front desk to housekeeping, do every day, in order to grow empathy.

“During the immersion, team members can walk through the hotel and participate in unique operational tasks, like setting up a room service tray,” said Gretchen Stroud, Vice President of Talent, Learning and Engagement at Hilton, who was also quoted.

Experiences such as the ones mentioned in “How VR is Transforming HR” hint at a much brighter future for recruiting and training through the use of VR, one of the latest trends in HR technology. Read more about it in the article, and learn more about our work in VR and other emerging technologies.

How the Virtual Reality Content Distribution Conundrum Was Solved

The SweetRush SPARK team came up with a brilliant solution to the virtual reality content distribution challenge.

Picture this: You and your best friend get together every weekend over the summer to make marmalade. You buy fruit at the farmers’ market and you meet at your house to make the jam. Then you give it away to your family and closest friends, who all come to love the sweet treat. One day, you both decide to make a profit off your now-famous jam. Once the jam is ready, however, you face a big problem: How do you get it to your potential buyers?

Distribution, as you can probably guess, is a big deal when you offer any kind of product, even if it’s digital. With virtual reality (VR) experiences for Learning and Development (L&D), SweetRush’s SPARK team – which focuses on emerging technologies – discovered VR content distribution was a significant hurdle impeding the adoption of this new and exciting technology.

VR has reached an inflection point and there is tremendous industry interest. Vendors in the L&D industry are creating VR experiences for clients, and exploring the value of emerging technologies such as VR, augmented reality (AR), artificial intelligence (AI), and custom apps.

Here’s an example: A prominent hospitality brand, committed to providing their employees with highly engaging learning experiences, saw VR as a unique tool for workplace learning because it’s a fully immersive experience, in which learners interact in a simulated environment. It completely captures learners’ attention, which leads to higher levels of engagement and retention.

In this instance, VR offered the perfect next-level learning experience. It allows corporate-level workers to experience the reality—environment, needs, pressure—that hands-on hospitality workers deal with daily. The net result was that it achieved the desired goal of fostering empathy.

However, when it came time to deploy the app, the size and nature of this global enterprise created a major distribution problem, much like our jam at the beginning of this article. How could this organization distribute their virtual jam to their worldwide enterprise?

Identifying a Challenge

“VR experiences are made up of heavy files,” says Esteban Cascante, Project Manager at SweetRush. “You can’t run them from the cloud; you need to install them on your hard drive. That creates a level of complication for our clients. If they need to install the VR app on five computers in five locations, that presents a logistical challenge given the file sizes.”

The complications do not stop there. As Cascante explains, if our team developed a newer version of a previously installed VR course, we would need to reinstall the whole package of files—we’re talking about 5 to 10 gigabytes in most cases, sometimes more—in each machine manually.

This is a less-than-ideal scenario. To distribute VR, one would need to download and setup files, and figure out how to launch the VR experience. One would also need to do so all over again for each new version of the VR course. This is arduous, time consuming, and a significant hurdle to the adoption of this otherwise innovative technology.  

A Gaming-Inspired Solution

If you play games, you are likely familiar with Steam, a game distribution platform developed by Valve Corporation. Steam solved the same distribution challenge for game developers and players. A similar distribution platform for virtual reality could solve this major hurdle for organizations wishing to integrate VR into their workplace.

After looking at the market and not seeing an easily available alternative, SweetRush decided to develop its own tool for distribution, the SPARK VR Platform. In it, users can log in and browse through their available VR experiences. From there, the steps are rather intuitive and simple. Users simply click the download button and wait for the download and installation process to complete. Then, they can launch the VR experience from the platform itself. They can also use it to launch previously installed experiences while they download new ones. Now clients can easily distribute VR anywhere in the world with ease.

The interface is consumer-focused and user-friendly, with a rolling carousel and an intuitive front end. Users can easily monitor the progress of their download.

Another great feature is the smart download. This feature speeds updates by downloading and replacing only necessary files, rather than doing a full reinstall every time there’s a new version.

All of us in the L&D industry are all excited about the potential of virtual reality and how a fully immersive experience can be leveraged to increase learner retention and enable performance improvement. Solving the VR content distribution challenge is an essential, building-block challenge that was inhibiting the momentum of this truly exciting new tool all of us are eager to engage.

Here’s to immersive engaging and immersive learning!

Are you interested in learning  more about emerging technologies? Check out this resources: 

 

 

Presence in Virtual Reality: Get the Virtual Bang for your Real Buck

Presence in virtual reality is vital to create immersion, but you also need to manage your budget and invest it effectively

Do you know what the Virtual Boy is? It’s a 23-year old reminder that when you craft presence in virtual reality (VR) programs, what you decide to invest in (and use your budget for) really matters.

Let’s dig deep in the vaults of gaming history. In 1995, Nintendo released a 32-bit table-top video game console called Virtual Boy. It consisted of a head-mounted display, similar to various current-day VR headsets, except it wasn’t fully portable. Players would place their head against the eyepiece, which rested on a surface, and see a red monochrome display. The red-and-black screen was capable of creating the illusion of depth; it was, in fact, marketed as the first gaming console capable of doing so.

Presence in virtual reality

The Virtual Boy wasn’t VR, but it was a primitive ancestor, an attempt to produce an immersive virtual environment. Not only that, it was the first mainstream approach to VR in gaming, developed by one of the medium’s historic powerhouses.

It was also a complete disaster. Critics tore it apart and the console sold poorly. There were a few reasons for its demise. Ultimately, though, failure came down to one thing: the Virtual Boy experience didn’t offer a worthy immersive experience.

The original plans for the console were very ambitious. Nintendo wanted to use state-of-the-art technology to develop a real VR experience. However, over the course of four years of development, the company down-scaled the console technology due to high costs. In the end, the Virtual Boy hit the market as an unfinished product.

Even before reaching stores, Virtual Boy was dead already.

Keep an eye on your virtual reality production costs!

What’s the lesson here? Developing a VR project is exciting. There are so many options from which to choose, from 360 video to 3D environments. Where and how do you invest your money? This is an important question for any company developing VR, but especially for learning and development (L&D) departments creating VR for learning, that are more often than not working with limited budgets.

At the end of the day, what’s important is creating a great experience for the learner and achieving your learning objectives. How do you avoid “shiny object syndrome” and invest where really matters?

First, it’s important to understand what we mean by “presence” in virtual reality. In an article recently published by Training Industry, Danielle Hart, director of marketing at SweetRush, wrote that in VR programs, “designers and developers are constantly striving to achieve —and elevate— the feeling of being in and experiencing the virtual environment they have created. In VR terms, this is called presence.”

As a matter of fact, VR is such a unique and exciting learning tool for the workplace in big part because of presence: the feeling of “being there”, which in turn leads to higher levels of engagement, is intricately linked to retention. “You can’t do that with any other medium: experience what it’s like to do something first-hand,” says John-Carlos Lozano, chief creative officer at SweetRush and head of SPARK, the company’s emerging technology group.

Presence in virtual reality

Presence, nevertheless, is a delicate thing. Many factors can disrupt it. In a VR environment, your brain is on the lookout for details that don’t feel real and make you think “I’m not really here”. Yet, the issue of feeling real is complicated. “While some things can disrupt our sense of reality, other seemingly non-real items can be acceptable, with our brain filling the gaps,” writes Hart.

Therefore, crafting effective VR learning programs is all about balance, and that starts with careful consideration of where to invest in quality and detail. In Hart’s article, Virtual Reality for Learning: Balancing Budgets and Presence, you’ll find valuable lessons that will help you maximize your program’s virtual bang for your real buck.  

Learn from Nintendo’s Mistakes

Nowadays, owning one of the 770.000 Virtual Boys ever sold is quite the privilege: it’s the fifth worst-selling console of all time, and each surviving unit is considered a worthy collectible.

But you know who’s not happy about it? Nintendo. The Japanese company threw away their money in a project that was ambitious, but didn’t deliver on its promise.

Now, you have the chance to learn from their mistakes. Make sure your VR program delivers presence—without killing your budget in the process.

Read the full article: Virtual Reality for Learning: Balancing Budgets and Presence

Interested in how SweetRush can help you with your VR project? Visit our SPARK page and learn more about our services.

VR as a Medium for Empathy: What Aerosmith Got Wrong

I was a kid when I first watched the 1993 music video for Aerosmith’s rock ballad “Amazing.”

Remember that one? A lonely, geeky-looking guy plays a video game in which he has sexy adventures with Alicia Silverstone, with whom he gets a bit obsessed (it was the nineties: of course he was obsessed with Alicia Silverstone!).

To make his experience more realistic—and his relationship with the girl more physical—he puts on gloves and a headset and, essentially, steps into virtual reality (VR), a digital environment in which he can have his dream girl for himself.

That was my first “encounter”—if you can actually call it that—with VR. Little did it matter how goofy or inaccurately the video actually showcased the technology; that was the first time I thought to myself, “Wow, it’d be cool if we could walk into a video game.”

25 years later, we can actually do that. It’s pretty amazing to ponder the potential of VR beyond the hormone-filled, futuristic dreams shown in Aerosmith’s video. VR, along with other forms of technology—such as augmented reality and the Internet of Things—are making a splash not just in entertainment, but in other areas as well, such as Learning and Development.

Now imagine instead of Aerosmith’s lonely, isolated guy using VR to hook up with a virtual, made-up girl, it was a male professional walking in the shoes of his female counterparts and experiencing situations of bias and discrimination. It might be tougher to fit with the song lyrics, but we can envision this take having a more meaningful impact, especially today.

And, the band would be highlighting one of the most compelling uses of VR: using the technology to create and build empathy.

In an article recently published on Training Industry’s site (Developing Employee Empathy Using Virtual Reality), author Taryn Oesch details how organizations like the United Nations and The New York Times have recently used VR to stimulate empathy.

The article then asks, “Should companies do the same for their employees?” John Carlos Lozano, Chief Creative Officer at SweetRush—who was quoted on the article—believes so.

Lozano shared the story of a VR project developed by SweetRush for a client who needed a virtual hotel for its corporate employees. In the VR experience, people could actually experience what working in a hotel is like.

“(Corporate employees) don’t understand what those people’s jobs are like, yet they are making decisions for those people day in and day out,” said Lozano. By virtually working at a front desk or cleaning a guest room, employees were able to develop empathy for their colleagues and, as a result, make better decisions in the future.

In other words, VR gives users the unique experience of actually walking in someone else’s shoes. Users can then have a better understanding of what others go through, thus developing empathy toward them.

For empathy to develop, however, virtual reality has to be done right. To learn how to build effective, VR experiences that align with strategic business objectives and to read more about SweetRush’s approach to VR, check out Taryn’s article and read more about VR on our website.

Lessons Learned in Developing VR Training: A Client’s Perspective

These three valuable lessons learned will help you develop VR training.

Virtual reality (VR), augmented reality (AR), and the Internet of Things (IoT) may still sound futuristic to some, but to say these emerging technologies are the future would be incorrect: They are already here. We are only scratching the surface of their potential, and who knows where these technologies might take us.

At SweetRush, we’ve made it a mission to make the most of these emerging technologies, applying them to our work in eLearning, training, and learning and development (L&D). That was made clear with SweetRush’s recent acquisition of IDEA Workshop, a Costa Rica-based company that specializes in VR, AR, and IoT. IDEA is being absorbed into our newly formed emerging tech group, SPARK, and IDEA’s cofounder, Adrian Soto, is our new Director of Future Technologies.

Developing VR training is somewhat like being pioneers in the Wild West: The territory is largely unknown, and much of the focus of this new technology is outside of learning. The technology itself is changing at a rapid pace—just when you think you have a good handle on the options, new equipment is launched in the market. While many of the foundation principles of user interface and user experience apply, moving into a 3D virtual space introduces a whole new set of opportunities and considerations for designers.

The vast amount of details that VR developers are working with is staggering. It’s a whole new (virtual) world. This makes user testing absolutely essential. The goal is to create an environment that is simple and intuitive for the widest spectrum of learners—from those who have picked up a video game joystick only a few times to more experienced gamers.

During the post-implementation review (a project debrief that is a regular part of our process), we spoke with one of our clients who is new to VR, and validated some already-known lessons learned, which we share with you below. (For reasons of confidentiality, our client chose to remain anonymous.)

Here are three important lessons learned that will help you make the most of your VR training…

3 Valuable Lessons Learned in Developing VR Training

Lesson 1: When choosing your VR environment, consider your audience, learning objectives, and the complexity of the environment itself.

In virtual reality experiences, the environment is one of main characters in the story. When you put on the headset, where will you be taken to?

Often the choice of environment goes hand in hand with reinforcing the learning objectives and understanding the audience. After all, our mission here is not just to transport people to another world, but to have them learn something in the process. In the upfront stages of working together, we often spend time brainstorming with our clients and advising them on which of their training needs is the right fit for VR.

One of the frequent questions that comes up: When does it make sense to re-create a real environment as a virtual 3D environment within VR? The simple answer: it depends! Here are a couple examples to help illustrate this.

Let’s say you want to train hospitality workers how to clean guest rooms. You’re in a hotel, and you have access to hundreds of guest rooms, and it’s easy and safe to show them how to clean a room live and in person. Bottom line: not a good use of VR—there’s no need to re-create a real environment that you have readily available in person.

Now let’s say you want to onboard new people working at corporate HQ about what it’s like to be a hospitality worker and clean those rooms. These new people develop all the policies and procedures that affect the people who work in the hotels, so it’s important that they really understand how complex those jobs are, and have empathy for those workers.

But, sending your corporate team to hotels means a lot of coordination and disruption for the hotel staff, not to mention it’s time consuming and expensive. Now you’ve landed on an objective and an audience that makes sense for VR.

This was, in fact, a real project we developed. To give that audience a real feeling for what it’s like to work in a hotel, we re-created several hotel environments—the front desk, a guest room, and the kitchen—and learners complete tactile, hands-on activities in a virtual 3D environment based on the real thing. And indeed, this experience helped them understand the physicality and complexity of hotel jobs, and, having “walked in their shoes” in a VR environment, they had more empathy for the staff. We received feedback from people in various corporate roles who said things like, “Wow, I didn’t realize how hard this job actually is, and I’ll consider that as I do my job and create policies that affect them.”

The lesson learned here is you absolutely can re-create a real environment in VR—but the key is to make sure that your proposed VR training is actually a good use of VR.

So, if you are going to re-create a real environment, the next factor to consider is complexity. To help your VR developer assess this, provide good-quality photographs of the real location from many different angles.

As our client cautions, “You need to remain aware that the more complex the location, the more hours and effort required.” And she’s right: The greater the size and scale, and variety of objects and textures, the more time consuming it will be to build.

We’ve also found that a high level of detail and quality can result in stakeholders needing some education about what they’re seeing!

“Because the quality of the 3D objects was so high, people assumed they were photographs and would then miscalculate the amount of effort and work that goes into creating each scene,” said our client.

Be prepared to provide supporting explanations for the process of building the objects and environments in 3D. But if people mistake your 3D for photography…well, that means you’ve really nailed it in terms of quality!

Lesson 2: Create a minimum viable product (MVP) to win over stakeholders and strengthen the business case.

For many organizations—and the vast majority of learners—VR training is a completely new concept. Within L&D, there are pioneers eager to put the technology to use and create engaging, effective learning, and others who, understandably, have some fear and concerns when determining if the investment is really worth it. How can they try out a smaller piece before biting off something larger? Enter the MVP.

In our experience, the definition of an MVP may vary depending on the project, but often it only needs to be a small portion of the overall experience—for example, one room or scene, or one activity—developed as a nearly fully finished product. This allows stakeholders to see the level of detail and quality that’s planned for the full VR training.

As our client explains, “In essence, doing an MVP means proving the effectiveness of the application of VR in certain learning interventions.” It helps achieve buy-in with stakeholders, who can personally go through the experience and see that more should be invested, and it also helps you gain insights from your learners (via pilot testing) on what works and what does not.

Before embarking on this journey, think about the following:

  • What are the minimum essential features, design, and functionality needed?
  • Do you need to gain further insight into what will work with the target audience that can only be achieved by building out a more polished example?
  • Do you know how you will build it?

Once you’ve defined what will be included in the MVP, the next step is to manage stakeholder expectations. Prepare them for what they will see and experience, and be specific about what type of feedback will help you at this stage.

In the recent project we mentioned, our client encountered some challenges with stakeholders who seemed to focus on the wrong things, because it was created in 3D rather than film. This highlights the importance of preparation to avoid distracting from the true purpose of the MVP. She explains, “When people are immersed in it, they forget that it’s not actually real. And it’s human nature to pick out every little detail, especially when they stand out against the known reality.”

That’s true: It is natural to compare the VR environment to the real environment, particularly if your stakeholder works in that environment day to day. If your stakeholders get stuck on the details, acknowledge them, and gently help them move on through the activity. After testing, you can review and see which details are most important to correct.

What we often find is somewhat the opposite: Stakeholders are so blown away by the level of detail and quality that they spend time looking around and commenting on different features in the VR environment!

Lesson 3: Design for your audience and onboard them.

At this point in time, the vast majority of learners have no prior experience using VR equipment. However, with regard to their past experience with video games, there is a big spectrum, from those who play games infrequently to more avid gamers.

Since the VR controllers share some similarities with game controllers, this is an important factor in overall user experience design. Our goal is to make it as intuitive as possible for both non-gamers and gamers alike.

So we start first with the controllers themselves; this is where user testing becomes crucial. Seeing how people interact with the controls and which buttons they find challenging is eye-opening.
For example, with one project in which the Oculus Rift was used, seeing first hand how learners interacted with the controllers, our team realized that they needed to remove the Rift button functions and reprogram it so the trigger button does everything, which made the experience easier for learners.

Another aspect that needs to be considered is instructions and how learners are “onboarded” on how to perform actions in the VR environment.

Our client put it best: “To be truly effective—and not confuse learners—you need to both explain and demonstrate what they need to do before you give them permission to do it.” Without the proper flow of onboarding, learners may press every button to try to perform the action.

In our experience, the best practice is to provide very short onboarding activities directly before they have to perform that action in real activity. Show them how it’s done, and then let them do it. Some learners—particularly those with little to no video game experience—may still need a little help from a live facilitator, but with proper onboarding, most will pick it up right away.

As our client said, “What all of this underscores is the importance of testing the VR training with your learner audience before you officially launch.” We agree!

Conclusion

Let’s wrap up with a few more thoughts from our client:
Working with virtual reality in learning places you at the cutting edge of the industry. And being cutting edge means adding risk, complexity, and, yes, at times stress. It also means that every day brings new challenges and new lessons to be learned. Working with VR is also a lot of fun and unique experience. Make sure you stop every now and then to remind yourself what a great opportunity this is!

These are great insights, and, agreed, working at the cutting edge of the industry means taking some risks! Remember that there are methodologies such as MVPs discussed above, as well as proofs of concept and prototypes that can help reduce risks and gain buy-in.

Working with VR opens a whole new world of possibilities for our industry. One day, I predict we’ll look back and find it hard to remember a time when it was not mainstream, as I am sure my five-year-old daughter will when she thinks about cell phones and possibly even self-driving cars.

We’re excited to keep pushing forward and finding new ways in which this emerging technology can help us evolve and improve the performance of our clients’ employees. I’d like to thank our client for sharing her experience and providing her perspective.

This is only the beginning for SweetRush and our clients in developing VR training. Stay tuned for many more insights from SPARK about emerging technologies.

Are you interested in finding out more about using emerging technologies and VR for learning?

John-Carlos Lozano is SweetRush’s Chief Creative Officer.