Report: Building Better XR Training

Alice Bonasio
Tech Trends
Published in
7 min readJul 19, 2019

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Todd Maddox reports on why A/B tests are sub-optimal in building and optimizing immersive training and performance tools.

I have written extensively on the potential of virtual reality (VR) and augmented reality (AR) to revolutionize training and performance in healthcare, manufacturing, and corporate learning, to name a few. Learning is about the experience, and VR and AR are grounded in experiential learning. VR offers a virtual experience and AR overlays computer-generated assets onto the real world to drive learning and performance.

Unfortunately, too often the primary focus is on the technology, with much less focus on optimizing the interface and the experience for the user (the UI/UX). Although computing power, specialized graphics, controllers, and the like are important, their value is diminished if they don’t engage the user’s brain in a way that is effective at achieving the desired training and performance goal. Too often the technological “wow” factor dominates when what is more important is how the user’s brain is engaged to achieve a set goal.

To optimize the UI/UX we must incorporate what is known about the brain and how it processes information, then apply the scientific method to test hypotheses and to identify the optimal solution. For example, one might test the hypothesis that a hands-free AR training solution…

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Alice Bonasio
Tech Trends

Technology writer for FastCo, Quartz, The Next Web, Ars Technica, Wired + more. Consultant specializing in VR #MixedReality and Strategic Communications