VR Skill Labs Discovery
Academic Project · 2023 · UX Researcher
Overview
VR Skill Labs was a discovery research project exploring the viability of VR technology as a learning tool in classroom environments. The question wasn't whether VR content could be educational — it clearly can be — but whether VR could realistically be deployed and managed by teachers in a real school setting.
The project combined stakeholder interviews with teachers and education technology coordinators, competitive analysis of existing VR classroom tools, and prototype development to test a concept for a teacher-facing classroom management interface for VR sessions.
Research Question
Discovery Process
Stakeholder Interviews
I conducted interviews with teachers across multiple grade levels and subject areas, as well as ed-tech coordinators responsible for device deployment in school districts. The interview guide focused on current technology use in the classroom, past experiences with VR (where applicable), and the specific logistics of managing a classroom during a technology-driven activity.
Competitive Analysis
I mapped the existing landscape of VR classroom tools — from Google Expeditions to Nearpod VR to standalone headset management software. The pattern across all of them: they were built around content delivery, not teacher control. None of them adequately addressed what happens when a student has a problem mid-session, when a headset dies, or when a student wanders off task.
Prototype Development
Based on the research findings, I developed a prototype for a teacher-facing mobile companion app that would allow educators to manage a classroom VR session from their phone — monitor student progress, pause individual headsets, send alerts, and end sessions — without interrupting their own supervision of the room.
Key Barriers Found
Design Opportunities
Outcome
The prototype for the teacher companion app was built and tested in a lightweight usability session with two teachers. Both confirmed the classroom management framing as the right priority, and rated the core oversight features as "would use immediately" if available.
What I Learned
- Discovery research often invalidates your hypothesis — and that's the point. Going in, I expected to find content and cost as the main barriers. What I found was management and logistics. If I'd skipped the research and built around my assumptions, I'd have solved the wrong problem.
- The person paying for the technology and the person using it are often different, with different priorities. Administrators cared about cost and outcomes data. Teachers cared about survival in the classroom — keeping 30 kids on task.
- A prototype doesn't have to be polished to generate insight. The rough wireframe I tested was enough to confirm the right direction and surface two usability issues I hadn't anticipated.