
AstraZeneca VR Training Modules
Developed core design principles and approach for three training modules. Each module translated highly procedural pharmaceutical tasks into interactive, hands-on virtual environments, with single-player and multiplayer scenarios.
Role
VR UX Designer
Target Hardware
Meta Quest 2/3, WebGL
Industries
Pharmaceutical Training
Date
Jan 2021 - May 2022
Note: All visuals shown are from an indicative pharmaceutical demo I designed to reflect the AstraZeneca projects while maintaining confidentiality.
Problem
AstraZeneca needed widely adoptable, accurate training tools for complex drug manufacturing processes.
Traditional training was time-intensive, with limited real-time feedback and challenges in ensuring consistency across operator experiences.
Some scenarios required coordinated tasks and workflows to be represented in both single and multiplayer modes.
My Role
Lead UX Designer responsible for designing interaction flows, environmental fidelity, and learning structures in VR.
Undertook user research, system mapping, interface logic, and VR-specific UI/UX design.
Collaborated closely with developers, project management, QA, and stakeholders across projects.
Authored voice-over (VO) scripts, error logic, and guidance flows for both guided and unguided modes.
Provided implementation guidance and asset naming conventions for consistent handoff.
Process
Research & Discovery:
Conducted on-site studies at AstraZeneca labs, capturing over 400 photos/videos of tools, spaces, and workflows.
Mapped spatial layouts and tool zones using measurements and ergonomic posture references.
Interpreted SOPs and training manuals to define detailed interaction sequences.
Design & Prototyping:
Defined state machine logic in spreadsheets with every action mapped to a system state.
Created spatially accurate room diagrams, tool zones, teleport paths, and controller mapping diagrams.
Carried forward design insights documented from previous projects, to help guide system fidelity and instructional tone.
Iterated early builds through live UX reviews with stakeholders and QA.
Collaboration & Development:
Delivered annotated interaction scripts and VO timings aligned with system prompts.
Worked closely with engineers to align implementation with UX logic and interaction affordances.
Designed single- and multi-user coordination systems, including ghosted-hands for role simulation.
Solution
Module 3 & 4:
A solo-mode VR experience focused on precise interaction sequences, visual/audio cues, and detailed feedback structures. Included beginner, learning, and practice modes.
Module 5:
A single or two-player collaborative VR simulation that supported real-time coordination. Features included synchronized object passing, dual VO flows, and error-trigger resets.
Interface Features:
Snap-to guides, contextual highlights, hand tracking constraints
VO-driven progression gates and error correction
Tracked user actions (e.g., dropped items, speed errors) and provided corrective guidance through haptics, voice-overs, and visual cues to correct mistakes and ensure accuracy.
Training Architecture:
Shared WebGL and VR headset support.
Role simulation and observer/operator logic.
Contextual onboarding and interactions that precisely mirrored real-world procedures.
Outcome
Measured Results:
50% reduction in training duration
52% faster achievement of operator competency
Deployed across AstraZeneca’s internal VR training programs with ongoing influence on subsequent modules
Delivery Quality:
Final builds reflected all authored UX logic, interaction design, and VO scripting.
Successful QA pass for both solo and multiplayer modes.
Positive internal feedback and client recognition.
Reflection
What Worked Well:
Close integration of field research with design documentation ensured real-world fidelity.
Cross-functional collaboration was key to accurate implementation of complex state logic.
Branching flows and feedback systems enhanced adaptability for different trainee levels.
Challenges:
Hand-tracking precision and VO cue alignment required repeated iteration.
Multiplayer syncing in module 5 introduced unique technical and UX hurdles.
Iterative QA revealed nuanced interaction bugs tied to controller behavior and spatial occlusion.
What I Learned:
Structured documentation is critical for delivering robust, complex training in VR.
Research-grounded VR design translates to measurable real-world impact when accuracy and immersion are prioritized.
Voice, spatial, and tactile feedback must be intricately coordinated for high-fidelity immersive training.