
Coronary CT Angiography VR Training
Commissioned by GE Healthcare due to challenges with hands-on CTCA training availability in the UK. Designed to reduce reliance on in-person sessions and alleviate bottlenecks in scanner utilization.
Role
VR UX Designer / Producer
Target Hardware
HTC Vive Pro, Samsung Odyssey
Industries
Medical Imaging / Radiology
Date
Feb 2018 - Dec 2018
Problem
Limited national availability of cardiac CT scanners and expert trainers.
Radiographer training relied heavily on downtime of expensive hospital equipment.
Need for a repeatable, immersive experience that mirrored clinical fidelity and procedural sequencing.
Client’s existing training offerings were static, non-interactive, and lacked learner autonomy pathways.
My Role
Pitch Ownership: Supported the initial pitch phase, helping secure GE as a client through early design input and stakeholder presentation.
Product Strategy: Initiated and led shift to a Time & Materials model, ensuring Scrum adaptability.
Design Leadership:
Co-created the Learn vs. Practice mode structure.
Developed all user flows, authored the full content/interaction master, and led VO design and implementation.
Team Coordination:
Ran all sprints, reviews, and retrospectives: aligned dev, 3D, audio, and QA teams.
Acted as the single point of contact for both Immerse internal teams and GE stakeholders.
Process
Discovery & Research:
Consulted with radiographers, SMEs at Royal Brompton Hospital, and the Society of Cardiovascular CT.
Analyzed GE's internal procedural specs to map clinical stages to simulation modules.
Design Framework:
Built a 3-chapter modular training structure:
Vitals & Questionnaire.
Patient Prep.
Contrast & Scan Execution.
Authored all UX flows and tool interactions in a production-ready master flow spreadsheet.
Prototyping & Development:
Created snap-guided interfaces, spatial interaction mechanics, and VO instruction layers.
Introduced guided vs. semi-guided logic to simulate learner progression.
Scrum Implementation:
Oversaw daily standups, the backlog, sprint demos, and milestone review sessions. Wrote client-facing release notes to support every sprint-release.
Transitioned the project midstream from a fixed-scope model to a Scrum-based, time-and-materials billing approach, shifting ownership to the client in response to evolving specifications and the continuous emergence of new information.
Solution
VR Simulation Architecture:
Built in Unity on the Immerse SDK.
Fidelity-accurate scan room with animated patient models, voice-over guidance, and interactive tools.
Learn Mode: Fully guided overlay experience with VO, snap cues, and real-time feedback.
Practice Mode: Lightly scaffolded environment with reduced hints, error prompts, and progressive autonomy.
Clinical Scenarios:
Simulated patient variants for the MVP roster included both a textbook baseline and a high heart rate case.
Incorporated simulated communication, ECG lead placement, contrast injection, and scan acquisition.
UX/UI Decisions:
Simplified navigation via VR watch menu, triggered via a 'look at watch' gesture.
Co-designed UI assets and panels, including CT scan controls and diagnostic panels.
Outcome
Impact:
Beta tested across NHS hospitals: users praised realism and onboarding clarity.
Described by radiographers as feeling “right at home.”
Finalist at VR Awards 2019
Showcased at RSNA 2018 and SCCT 2019/2025.
Business Results:
Helped GE scale CTCA training and increased demand for CT systems and contrast dye sales.
Validated immersive training as a credible substitute for some portions of hands-on learning.
Reuse:
Core Learn/Practice architecture was reused across future Immerse health training products.
Reflection
Key Wins:
Successfully bridged product strategy and immersive UX to meet clinical and commercial goals.
Built a robust design that mapped complex procedural knowledge into intuitive spatial interaction.
Delivered under high constraint (budget, fidelity, hardware performance).
Challenges:
Balanced subject matter complexity with usability for first-time VR users.
Personal Growth:
Deepened leadership in immersive interaction design and cross-disciplinary execution.
Proved value in aligning stakeholder goals, clinical accuracy, and user-centered design within a VR context.