This is the end of the case study!


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Prompt to take break.

Open space given priority.

Directions on how to navigate Voice Commands.

The black background represents transparency.

Users will be able to see through to their surroundings.

SOLUTION

Remote application to train engineers immersively.

Panels for job directions.

Create calls with employees.

Chat to take feedback on task.

Movable windows for flexible use of visual space.

Live demonstrations.

Allows for adjustment to XR.

Open space and visible surroundings.

Movable windows for flexible use of visual space.

Minimalistic landing page.

After 15 minutes of activity, prompt to take break to avoid headache/dizziness while wearing glasses.

Prompt to take break.

PROBLEM SPACE

On-site engineers require robust training.

Engineers working high-risk jobs, for example, oil rig workers, automotive engineers, construction workers, require extensive training, but many companies do not have the budget, time, or safety measures to train engineers on-site.

JioGlass is a mixed reality smart glass product that hosts applications. This is a means to train engineers in a more immersive environment than desktop, while saving on transportation costs, time, and staying within safety regulations.

Immersive mixed reality training and onboarding for engineers, integrated with their office workflows.

Training for Engineers Working in
High-Risk Environments

How do I tackle a problem I know very little about?

1

Understanding Mixed Reality

Experiencing XR

Expert Interview

2

Research

Employee Interviews

User Personas

3

Design

Sketches

Lo-Fidelity

Mid-Fidelity

4

Final Solution

Final Designs

Usability Testing

Reflection

APPROACH

What does mixed reality actually feel like?

I had never experienced mixed reality, outside of amusement parks. To understand how to design for mixed reality, I spent time experiencing the leading products in the space, including JioGlass.

Standout features of XR interfaces:

If the purpose of XR is a ‘more immersive’ experience, why do windows still look like desktop interface windows?

How would someone operate hands-free?

My head started hurting 10-15 mins into the experience. What is the average engagement time for these devices?

Trying the Magic Leap!

Things to question about XR interfaces:

UNDERSTANDING MIXED REALITY

AUDIO FEEDBACK

To accompany interactions and give directional cues.

ADAPTIVE BLURRING

Based on focal point at a point in time.

HAPTIC FEEDBACK

To accompany interactions, give warnings, and provide sensory information.

I got insights on design best practices from an unbiased industry expert, focusing on top-tier XR design principles across all platforms.

Interview Notes for Michelle Cortese, Meta & NYU:

Key takeaways from discussion with XR expert.

Users new to XR require familiarity

XR tools use audio, haptic feedback, and spoken instructions.

Measures are taken for digital safety

Users are unsure about training in XR.

The product needs to be linked to the current information management system.

  1. Mechanic, Manufacturing Division

  1. Manager, Manufacturing Division

  1. Engineer, Manufacturing Division

  1. XR Engineer, Tesseract

I interviewed 4 members in the company to gain an understanding of the attitudes of potential users and managers. Population:

All 4 out of 4 users were unsure about adding this technology in office workflows. Clearly, we had work to do.

Key insights from interviews:

So, what do the users look like?

These personas did not necessarily help me in that moment, but I was told to create them by my manager. Turns out, these came in use later in the process *foreshadowing…*

Persona 1

Raj

53 yrs | Operations Executive
Driven | Attentive | Manages workers

Characteristics

  • Tries to set up opportunities for mechanics and engineers to train in real-life environments.

  • Requires many permissions from higher leadership to organise training programs.

  • Interest but apprehensive about XR training options.

Persona 2

Kumar

40 yrs | Mechanic
Focused | Tired | Works on pipes

Characteristics

  • Educated in engineering but has not got the full-depth of experience in specialist mechanics.

  • Finds training taxing and tiring with many things thrown at him simultaneously.

  • Does not have any knowledge of XR applications.

RESEARCH

USE XR WHEN NEEDED

The whole user flow should not be localized on the JioGlass.

USERS NEED TO TAKE BREAKS

Average engagement is 10 mins. Shorten training blocks.

USERS ARE SKEPTICAL ABOUT XR

Users felt unsure about the need of XR for training.

MY CONTRIBUTION

Management was a little unsure about the need for research as part of this process, since some preliminary research was done already. I pushed for conducting UX research to make sure I had data for design.

To start on the lo-fi wireframes, I had to understand HOW to design for XR.

Design process

Designing for XR was a challenge.

I had no experience in drawing XR mockups. I started with super simple drawings, trying imagine what 3D sketches would look like.

While this approach helped me orient myself, I had to be able to represent information in Figma.

With a much better understanding of how XR is wireframed through zones, I started designing the flow on Figma.

The leadership told me throughout this process that they wanted a learning dashboard as part of their final product. So, I started building wireframes in the “dashboard-style direction”.

A constant issue I came up against was deciding the actual frames required for the MVP.

Dashboard Iteration

Start Task/Job Iteration

I realized that I was going in the wrong direction.

Mid-fi interactive prototype with annotations to understand interactions.

I felt that the designs did not line up with the user research, and a proper pivot would be needed to get back there. Junior designers told me to communicate my research with the leadership, and pitch the direction of the application that was more directly aligned with the user research.

I worked on simple flows, and tried to understand the interactions of the device better. Here is mid-fidelity flow, that is taking the user through a task:

The green labels describe the points of interaction.

So, I set up a meeting with the team, and prepared evidence-based insights better aligned with the user research. The personas were useful here!

In particular, I wanted to emphasize that there was no need for Dashboard, Calendar, and Messages features.

My points:

XR design should prioritize zones based on user eye-gaze and focal points

Other zones should hold information that is less important, since this will often be blurred out, or not visible at all.

In Figma, we can represent this through zones in the design.

The design does not need to have 3D features, since Unity will adjust the elements on the page into a “curved” interface.

Major iteration 1

Major iteration 2

Major iteration 3

Final Design

Every iteration involved sub-iterations. I took feedback from peers for these sub-iterations, and feedback from my manager for the major iterations.

Iteration 1 - Dashboard

Iteration 2 - Dashboard

Iteration 3 - Dashboard

✘ Unnecessary occupier of space

✘ Unnecessary occupier of space

✘ No clear use of space

✘ Fixed top bar is a bad design practice for XR, since it constantly looms over user’s head

✘ Very small floating buttons are difficult to aim at with controller

✘ Cards have very squished and text-heavy information

✘ Text-heavy calendar format

Better card format, larger

Top bar converted to side hamburger menu

Ability to use voice interactions

✘ Section is unnecessary, since tasks are assigned

✘ Too much text

Iteration 1 - Start Task/Job

Iteration 2 - Start Task/Job

Hamburger menu

✘ Fixed top bar is a bad design practice for XR, since it constantly looms over user’s head

✘ Very small floating buttons are difficult to aim at with controller

✘ Large image is unnecessary for task

Empty space allows user to view items/information in background

✘ “Course is incorrect terminology

Dashboard Iterations

Task/Job Iterations

DESIGN

USERS WOULD NOT USE THE GLASSES UNLESS NECESSARY

as mentioned many times in the research.

USERS SAW CALENDARS, DASHBOARDS, ETC. THROUGH THEIR DESKTOPS

these features would be redundant.

TOO MUCH VISUAL SPACE WAS BEING OCCUPIED

based on the Tesseract design guidelines.

MY CONTRIBUTION

2 out of 3 of my suggestions were accepted! The leadership felt that Messages was an important feature to include on the glasses themselves, in the case of an emergency during training or evaluation.

So, I set up a meeting with the team, and prepared evidence-based insights better aligned with the user research. The personas were useful here!

In particular, I wanted to emphasize that there was no need for Dashboard, Calendar, and Messages features.

These wireframes were prototyped in Unity, by a Unity developer. Since that is not directly my IP, I am unable to display the working prototype on my portfolio. The prototype was then validated by users.

Successful usability tests :)

We conducted 20-30 minute usability tests with 7 employees. These employees had no experience with XR, and were not on-site engineers, but staff and workers around the office with physical labor jobs (potentially dangerous at times).

Reflections

It’s okay to do less than you expected.

Immediately after this experience, I felt a lack of accomplishment, because the work I did felt so small in comparison to the time I spent. Later, I learned to be proud of what I accomplished, since it was a truly user-driven process, and I learned a whole new way to approach design.

It’s okay to get it wrong many times.

After the first 2 iterations, I felt slightly awkward going back to my manager and asking for critiques over and over again. I felt like I was wasting his time. By the end of the internship, I understood that even if I felt awkward, I would not be able to make progress without that feedback. My learning was in my hands.

14% improvement in user engagement!

OUTCOMES

1

Are users able to follow the flow without confusion? Are they able to problem-solve when stuck?

2

How long do users feel comfortable and engaged training in this flow?

3

After this experience, are users enthusiastic to add this technology in their workflow?


Yes. Users relied on the voice command feature to navigate and troubleshoot the flow.


The average user engagement for our flow time was 11.5 minutes. In the past, the JioGlass has received an engagement time of approximate 10 minutes.



We still received mixed responses to this question. Users were still unable to see themselves reaching for the JioGlass beyond their Desktop.

KEY IMPROVEMENT

Engagement on the application improved by 14%! But, this test was taken under supervision. A true test would be if users truly found the technology useful over time, which is a future outcome I hope to see.

Jump Back To Solution

My role in developing the Learning and Development JioGlass application focused on three key areas: conducting user research, defining feature flows, and designing high-fidelity wireframes.

I was not involved in creating 3D renders or assets, which was a limitation that presented a unique challenge. Designing without a complete visual context required adaptability and imagination.

I worked under the supervision of the Digital Design team and Unity team. My coworkers helped me evaluate my process and outcomes consistently, giving me incredible support in a new environment.

Tesseract creates specialized applications for enterprise to allow engineers to receive training and hands-free on-site guidance from experts, on their flagship mixed reality smart glasses, the JioGlass.

Tesseract is part of the larger technology company Reliance, and the initial user base for the product would be engineers and employees working in subsidiaries of Reliance, such as Reliance Oil & Gas.

What is the product?

What was my role?

Expert Interviews

Qualitative Interviews

Sketching

Wireframing

Iteration

Usability Testing

Digital Design Internship

July 2022 - September 2022

Pen + Paper

Figma

FigJam

Unity

Roles & Responsibilities

Context

Tools

Individual

Tesseract Team:
1 Design Manager / 1 Designer /
2 Unity Developers

Team