
Yale & 2U Cardiac Exam VR Pilot
Commissioned by 2U and Yale School of Medicine, the pilot addressed the need for flexible, accessible, and high-fidelity medical training tools that reinforce classroom and hospital-based instruction.
Role
VR UX Designer / Producer
Target Hardware
Oculus Quest 2
Industries
Medical Education
Date
Jul 2022 - Oct 2023
Problem
Medical students had limited practical opportunities to practice comprehensive cardiac exams before interacting with real patients.
Existing simulations lacked realism, interactive fidelity, or were non-immersive (e.g., 2D videos or mannequins).
The client demanded high clinical fidelity, voiceovers, scoring systems, and multiplayer, within limited timelines.
Midway through the project, unforeseen leadership disruption and unclear sprint priorities destabilized development and introduced delivery risk.
My Role
UX Designer Responsibilities:
Led design in collaboration with engineers, QA, and Yale’s Program Director. Facilitated stakeholder feedback loops to align clinical realism and educational goals.
Defined user flows, hand interactions, audio/haptic feedback systems, and UI logic using ShapesXR.
Authored and prototyped immersive interactions (e.g., palpation, auscultation, patient dialogue).
Developed original features designed for enhanced spatial learning, including nuanced proximity and snap-target interactions for palpation and auscultation.
Interim Producer Responsibilities:
Assumed PM duties during project instability.
Led standups, audited the backlog, scheduled sprints, and renegotiated scope with 2U and Yale.
Stabilized the team, hit critical milestones, and maintained client trust through transparent communication.
Process
Research & Discovery:
Consulted directly with Yale’s program director and subject matter experts to ensure procedural accuracy.
Leveraged leading clinical guides and established examination standards to design the exam flow and interaction logic.
Design:
Prototyped all interaction flows in ShapesXR and Unity (e.g., stethoscope mechanics, patient states, menu systems).
Designed immersive UI elements and game-flow (tablet menus, floating prompts, gesture logic).
Developed multimodal interfaces incorporating VO, audio cues, and haptics.
Iteration:
Conducted internal headset tests and SME feedback cycles to refine usability and realism.
Logged and tracked user issues via JIRA; authored detailed UX tickets tied to logic, scoring, and flow adjustments.
Project Management:
Delivered sprint-level planning and velocity tracking.
Negotiated staggered delivery-phases to preserve quality within deadlines.
Solution
Modes Implemented:
Learn Mode: Step-by-step guided training with instructional voiceovers and anatomical overlays.
Practice Mode: Semi-guided exploration with scoring hints and corrective feedback.
Assessment Mode: Unguided diagnostic challenge with live scoring and patient condition variability.
Key Features:
Multiple patient avatars with variable pathologies (MI, COPD, etc.).
Interaction fidelity: hand gestures mapped to palpation zones and specific controller gestures, snap/feedback logic, and tool use.
Clinical fidelity: dynamic auscultation with spatialized heart sounds and context-sensitive audio cues.
Outcome
Impact:
Delivered a functioning VR training simulation with high clinical realism and minimal post-production revision.
Successfully implemented all core features (scoring, multiple patients, guided modes, multiplayer logic).
Recognition:
Developer feedback cited UX mapping as “highly efficient and implementation-ready.”
Credited by senior developer for “salvaging” the project.
Successfully aligned with Yale Medical School stakeholders on the design vision, ensuring clear interface flow and patient logic.
Project Wins:
Multimodal integration (gesture, voice, haptics) approved by subject matter experts.
Scoring logic supported multiple exam pathways, preserving realism and user autonomy.
Reflection
What Went Well:
Spatial prototyping in ShapesXR eliminated rework, nearly all elements went to final without major redesign.
The flexibility to move between roles (Designer → PM) kept the project on track.
The project showcased VR’s full potential for clinical education and made abstract skills physically embodied.
Challenges Faced:
Mid-project team disarray demanded diplomacy, leadership, and rapid triage of incomplete tasks and blockers.
Designing tactile, voice-responsive interactions in a dynamic VR space required nuanced iteration.
Takeaways:
VR UX design requires not only user-centric thinking but also spatial, embodied logic and cross-sensory integration.
Leveraged my significant project-management experience to provide crucial leadership during mid-project uncertainty, ensuring design execution and project stability.
Documentation and prototyping tools like ShapesXR are indispensable for communicating complex interaction systems.