Innovative mixed reality training to educate field technicians for efficient onboarding
T- MOBILE X UW
Capstone Project
Task given
Develop an advanced professional training application that harnesses the potential of immersive technologies and 5G to deliver a more cost effective, engaging, and richer learning experience in scenarios where access to the real physical environment or scenarios are difficult, expensive or dangerous.
AR/VR/XR
Professional Training
My Team
Lauren Liao (Full Stack Developer)
Yilia Liu (Videographer)
Zhengyang Yang (UX Designer & XR Developer)
My Role
UX Researcher
UIUX Designer
Product Manager
Timeline
2023.9-2024.3
Outcome
Immersive Baseline Training Modules
Immersive MR training modules that replicate real-world scenarios, providing junior technicians with hands-on experience without the need for physical equipment.
Interactive Learning Components
Interactive MR learning components with which new hires can actively engage in practical tasks and simulations.
Virtual Mentorship in Mixed Reality
Componenets with WiKi guide allowing junior technicians to gain necessary knowledge
Point -Based Reward System
Motivating users to engage in learning, progress tracking and allowing technicians to earn points upon completing a learning module and redeem for T-Mobile souvenirs.
Impact
What is the problem
We are responsible for break-fix, installation, mainly maintenance work, inspection and repairment for nokia airscale everyday
Telecommunication Field Technicians
We train junior field technicians for them to work independtly, however current training is extremely time consuming and expensive... How can we improve it with XR technology?
Managers/ Trainers
Nokia AirScale for
network tower
Process
In the 6-month product development cycle, I led the team in research, ideation, verification, and development. Over the course of the 6 months dedicated to chasing the project goal, we iterated between stages based on feedback and new insights to ensure an effective and visually appealing solution
Define Goal & Problem
Business Goal
Secondary Research
Primary Research
HMW
Question
Competitive Analysis
Scope Stakeholder Need
Experts Interview
User Interview
Persona
Affinity Map
Design Solution
Design Solutions, Testings and Iterations
Design System
Usability Testing
Prototype
Design Handoff
Iterations
Stakeholder Analysis
Product value proposition
The product can be used by T Mobile Verizon, AT & T, XFinity, Nokia and other telecommunication companies customizable to their training needs.
Secondary Research
After we conducted secondary research from design, technology, and business perspectives to inform our approach, here are some takeaways:
Decrease in senior technicians in field service industry
Employees have limitations learning by tutorial video
Employers spend 413billion yearly on informal on- the- job training
How can we leverage mixed reality to transform the expertise of field technicians, their domain knowledge and workflows into a high-fidelity, scalable training platform?
Primary Research & Findings
We conducted a total of 4 user interviews (Operations Manager X1 + Senior Field Technician X1 + Senior RF Engineers X3) to understand current training process and discuss its strength and weaknesses to identify any pain points. 2 expert interviews (XR Designer X1 + AR/VR Technical Artist X1) and cell site tour for technical possibilities and considerations.
User
Enterprise
Consumers look for simple, smooth UX, beautifully designed UI.
Enterprise users take efficiency above everything.
Consumers use a product to finish a task.
Enterprise uses the product to get their job done.