Nokia Learning Space VR

A virtual training classroom where partners and employees can have an immersive learning experience.

This project began with Nokia's strategy to boost engagement in educational content while cutting costs. It introduces a new training experience, allowing partners and employees worldwide to learn about the latest technology without the need for travel or expensive hardware. Virtual Reality is employed for a seamless training process in line with NokiaEDU's operational style.

Results and outcomes

This VR experience was incrementally integrated into instructor-led training and certifications at NokiaEDU. Examples include NPO training for engineers to learn about small cell access point placement and the AirScale lab, guiding engineers in setting up complex devices.

NokiaEDU established VR-enabled green screen rooms globally, enabling SMEs to host VR learning sessions, and providing a lifelike presence for learners. These initiatives received positive feedback, alleviating global cost and logistical challenges. The Learning Space remains a part of everyday learning at NokiaEDU.

Our role

Research (Qualitative and Quantitative)

UX Design

Interaction Design

Prototyping

Usability Testing

Visual Design

A bridge between R&D and our innovation team (gathering needed 3D specs, tech info, and converting technical models)

3D Design (Blender models, Unity Scenes, Assets)


Timeline

8 months (2016)

The problem

For a customer, the costs of getting engineers and technicians certified to work with Nokia equipment were high. It meant having them take Instructor-Led Training in one of the labs in training centers around the globe.

There aren’t too many of these labs because the equipment and maintenance needed were a limiting factor. Few Subject Matter Experts were giving these trainings, making them have to relocate a lot.

But, it was a must for learners to get hands-on experience with the actual equipment to understand what needed to be done on the job, which was a complicated endeavor.

“It was critical for learners to get hands-on experience with the actual Nokia expert equipment.”

Virtual Reality

In truth, 2016 was not “The Year of VR.” It was the year of the start of VR. Multiple major tech companies released impressive VR systems. The virtual reality pot has been simmering for several years.

Our interest grew based on a steady boil of impressive tech demos from companies like Oculus, Valve and Samsung, developer kits out in the wild, and a general consensus that in 2016, commercial virtual reality was going to become an actual reality.

Virtual Reality (VR) is a computer-generated environment that appears to be real, making the user feel they are immersed in their surroundings

This could be way more efficient

Providing remote Virtual Reality certification training for partners and internals will reduce costs by downscaling labs and upscaling the number of courses to give per year for each Subject Matter Expert with little extra effort per new product.

In the short term

Build an easy-to-use VR application that serves as a proof of concept for the next-gen learning experience.

Think outside of labs, design for the future, and make it actionable for both the instructor and the learner.

In the long term

Educate and transfer current instructors, partners, and employees to this new product and retain them within the NokiaEDU learning ecosystem.

Use the advantages of the client's current products and make the experience immersive and recognizable.

Our method

3 levels of product fidelity.

Due to the complexity and ambiguity of the medium, we adopted 3 tactical filters to bring focus and increased fidelity to the design.

We categorized and delivered a framework accomplished with rich storylines, simulation states, motion studies, and a Unity application. It aims to guide them in constructing their future feature roadmap.

Essential

Core features and "Jobs to be done".
Aim for completeness.

Delightful

Doing the job better.
Make the complicated simple.

Immersive

Realizing the potential of the medium.
Create concrete asks for partner teams.

How we did it

It is a unique design process that we started with finding opportunities, evaluating and communicating these with NokiaEDU, partners, and employee interests. Create thought-provoking experiences that deliver a foundation for brand-new augmentation development.

Essential

Ideation with insights

  • Personas

  • User Research

  • User flows

  • Requirements

To understand the dynamics of educating engineers on intricate equipment, we closely observed Subject Matter Experts (SMEs) conducting instructor-led training sessions. These sessions took place in various settings, ranging from traditional classrooms to cutting-edge research labs. This hands-on observation provided us with valuable insights into how experts were providing knowledge and guiding engineers in handling complex equipment.

Identifying Essential Environments: Insights for "Rooms"

Through these observations, we identified specific environments that were crucial for the tasks at hand. Each environment served a unique purpose, catering to the diverse needs of the training process. These identified "rooms" included:

  1. Lab: A dedicated space equipped for hands-on practical exercises and experimentation with complex equipment.

  2. Auditorium: A setting suitable for structured learning, collaborative discussions, and interactions, where theoretical knowledge and foundational concepts could be effectively conveyed.

  3. Social Break-Out Sessions Area: Recognizing the importance of informal discussions and networking, we identified a designated space for social interactions and breakout sessions.

Designing for Practical "Jobs to be Done"

Building on our insights from observing SME-led training, we crafted functionalities tailored to meet the specific "jobs to be done" in each identified room. This approach ensured that our VR environment not only replicated real-world scenarios but also provided a comprehensive and immersive training experience for engineers.

Delightful

Make it easy and interesting

  • User Testing

  • Technical Testing (What are the limits of VR)

  • Designing Learning Scenarios

  • Interior Design VR rooms

  • Iterative Design

User Skill Variation in VR Environment

During the initial testing phase with Subject Matter Experts (SMEs) and internal users, it became evident that there was considerable diversity in skill levels when it came to navigating and interacting within the VR environment. This observation prompted us to recognize the necessity for a comprehensive onboarding process to ensure a smooth user experience.

Introduction of Tutorial Room

In response to the identified need for user onboarding, we implemented a dedicated tutorial room. This space served as a learning ground where users could acquaint themselves with the intricacies of VR, including mastering controls, understanding the user interface (UI), and becoming proficient in the various interactions required for successful training.

User-centric Insights through Interviews and Testing

Understanding the importance of tailoring the VR experience to meet user needs, we conducted:

  • In-depth interviews

  • Testing sessions with:

    • SMEs (Instructors & Experts)

    • Learners (Engineers & Project Team)

    • Stakeholders

This comprehensive approach allowed us to gain valuable insights into the preferences, challenges, and expectations of the users.

Structuring VR Content

The insights gathered from interviews and tests played a pivotal role in shaping the structure of the actual content within the VR experience. By aligning the content with user expectations, we aimed to enhance engagement and ensure that the training modules effectively met the learning objectives.

Empowering SMEs with Content Upload

Recognizing the value of diverse content and individualized expertise, we introduced a feature that empowered SMEs to upload and present their conventional content like videos, presentations, and hand-outs within the VR environment. This not only added a layer of personalization to the training modules but also fostered collaboration by allowing SMEs to contribute their specialized knowledge.

Immersive

Realizing the true potential

The process was marked by an iterative approach, where feedback from users, SMEs, and stakeholders was actively sought and incorporated. This continuous refinement ensured that the VR training experience evolved to meet the needs and expectations of its users and the business.

This VR experience was implemented step by step in instructor-led training and certifications given by NokiaEDU. For example, NPO training, where customer engineers could learn about the placement of small cell access points within different environments. Or the AirScale lab, where SMEs could instruct engineers to set up this complex device step by step.

NokiaEDU created VR-enabled green screen rooms in multiple locations around the globe to support SMEs hosting VR learning sessions and actually being there for the learners to see and hear in VR.

All these efforts were positively received by both the business and customers, reducing costs and logistical frustrations around the globe. The Learning Space is (as far as we know) still implemented in everyday learning within NokiaEDU.

This resulted in

  • Cost reduction of Partner learning and certification (Travel/Instructors/Equipment)

  • Continuous access to training instead short access to a Nokia lab that’s located in another part of the world

  • A playful experience of learning

  • Image boost to enter the modern era

Product evolution

What happened after the initial project?

The Learning Space is an innovative solution for virtual training classrooms where users can have an immersive learning experience. By using VR technology, the platform replicates a real classroom environment, allowing learners from different locations to participate in guided online sessions. Wearing VR headsets enhances the learning focus while reducing distractions from the physical surroundings. This solution is ideal for topics that can be effectively covered in one or two-hour sessions.

Nokia Learning Lounge

The Learning Lounge is a versatile virtual space that facilitates interactive learning experiences. Participants can engage with one another and explore diverse content options, such as slide presentations, interactive 3D models, and immersive 360-degree videos. This collaborative environment encourages real-time connections, active participation in discussions and group activities, and fosters teamwork and knowledge sharing. Additionally, users can personalize their virtual presence through customizable avatars, enhancing the overall learning experience.

Installation & Commissioning

I&C Classroom is an advanced training environment designed to educate highly qualified technicians on the installation and commissioning of professional electronic devices, such as interconnect routers. By utilizing a VR environment, trainees can immerse themselves in realistic simulations that replicate real-world scenarios. This enables them to gain hands-on experience and practical knowledge in a safe and controlled virtual setting, enhancing their skills and expertise in effectively working with complex electronic devices.

Greenscreen room training sessions

The Green Room allows the host to engage users in training sessions with a variety of multimedia content, including images, videos, 360 videos, and 3D models shared on a desktop. Legacy learning contents can be reused and enhanced with modern multimedia. Full-body live streaming by the host enables nonverbal communication, enhancing immersion. Users can interact with multimedia contents in multiplayer mode, while audio communication is available to all participants.

Key takeaways

  • Focus on the steps before users put on a Head Mounted Display. One of the key steps in the VR experience is actually the explanation up front. The odds are someone without any experience in VR and without proper guidance will probably get lost in their first VR endeavor. We did a lot of tests and had a lot of very confident “techy” people wanting to jump into VR. This backfired most of the time and does not give valid feedback on the actual experience you created. Users need to learn how to feel comfortable wearing a headset, use the controls, and test out the boundaries of the physical environment when using the device. Once that’s out of the way, their mind will be free to focus on your VR experience.

  • Use physical interactions where possible in Augmented- and Virtual Reality. It’s hard to not take the easy route and design with desktop/mobile in mind. Creating screens in VR to interact with or coming back to swiping and scrolling behavior. To make a VR effect feel truly interactive and fun, it often helps to incorporate interactions that occur not on a 2D plane, but in the “real” world. Use “real” objects that the user can interact with, like a cable he can plug in, instead of just showing it on a screen in the VR world.

  • Limit the time in VR, for now. We tried to fit all learning activities in VR, but this is not the ideal approach. VR was still not optimized to the fullest yet, especially in terms of matching frame rates with the human eyes. There are a lot of people who just can’t handle staying in VR for a long time without feeling dazed, that’s something we learned during testing with learners and stakeholders. Until the tech reaches a state where we could limit this effect, it’s best to keep the session duration under 15 minutes. Choose your battles here!

  • When starting with new technology, learn from the best. When we started this challenge, of course, we had to learn a lot. Learn how to bring the best possible user experience in VR, how to design for VR, and how to develop for VR. We had the bliss of bringing in experts in the field who could give us pointers early on. This gave us the competitive advantage we needed to succeed, prolong the project, and iterate on this expert advice.

Let us help you create a Financial Application that sells itself.

Limited capacity at the same time
Previous
Previous

Anchr • Case Management Software

Next
Next

Nokia • Learn, NokiaEDU