June, 2024 | 10 min read
Activities
UX XR Design | 3D and Prototype
Team members
Raj Gaurav Oraon
Context
Internship
Duration
10 Days
Opportunity
The organisation I worked with, offered specific technical courses for aspiring windmill technicians. Most participants had no prior experience working with windmills, so a considerable amount of training time was being spent familiarizing them with windmill basics before moving on to the actual technical training.
01
requirement gathering
Identifying the right components to be
showcased in the experience
Focus on main components
The nacelle of a windmill is a complex structure consisting of several parts, but the technicians only needed to be aware of the ones they were going to work with.
Simplicity and ease of use
Most technicians were first-time VR users, which was an important consideration when designing the navigation and interactions for
the experience.
Short and Informative
It was important to keep the experience short and not over explain things as the users were already technically competent.
A SME (Subject Matter Expert) provided us with videos explaining the interiors of the nacelle. This along with the secondary research, helped us identify the key components to highlight during the tour. The videos also informed the layout and sequence for presenting each component:
Gearbox
Hydraulic pump station
Generator
Drivetrain
Yaw motors
Electrical Cabinet
02
storyboarding and UX flow
We wanted to keep the entire experience
under 10 minutes.
To make navigation easier for users in the VR environment, we limited free movement and opted for teleportation with predefined anchors as the
primary locomotion method.
03
interaction design
We provided a total of 3 natural interactions and
12 teleportation anchors
Since the experience lasts just 10 minutes, we incorporated only the most essential interactions to avoid a break in presence, along with a simple navigation flow that efficiently covers all components in the shortest time possible
// Using the door handle

// Pressing the lift buttons

// Climbing the ladder
We placed the teleportation anchors in areas that were easy to spot and navigate to. The voice over also guided the user towards the exact location of the next destination.
We expanded the interior space of the nacelle slightly to prevent users from feeling claustrophobic and becoming disoriented.
04
3d Asset creation and prototyping
The platform we used to host the application had several technical constraints
We used Blender and Substance Painter to model and texture the various components and Unity to prototype the experience. The application was to be hosted on a cloud based platform that placed many technical constraints.
Standalone build
Polycount limit
The entire nacelle environement should be 1:1 scale and could not exceed a polycount of 4,00,000 to ensure atleast 60 FPS while being run on a quest 3
Texture resolution
The hosting platform did not allow models with texture resolutions exceeding 1024*1024 px. We had to optimise the UV packing as much as possible.
I modelled and textured these 6 assets while Raj worked on the rest
prototyping
We ended up creating the final environment well
within the constraints
05
testing and feedback
We tested the experience with the Subject Matter Expert and the Product Manager
Since we had very limited time to complete this project, the usability testing was conducted within the team itself. The experience proved to satisfy the initial requirement of giving a very quick and clear introduction to various components of the windmill. We also got some feedback that we quickly fixed before handing over the APK file.
Future scope
Some ideas that could be implemented in the future to enhance the experience of the tour
Collaboration feature where an instructor could join the call and guide the trainee
Option to repeat the explanation even if it has already been completed
06
learning and reflections
Somethings that I am taking back with me after completing this project