
GE 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 major international cardiovascular imaging conferences in 2019 and 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.



