STREET SMARTS VR

Street Smarts VR (SSVR) aimed to modernize law enforcement and military training by immersing trainees in high-fidelity simulations. Traditional training methods were expensive and logistically challenging, relying on physical facilities that were not always adaptable.

Key Goals

  • Design a student-focused UX for immersive training.

  • Enhance the instructor interface for scalability and adaptability.

  • Create a shared language across teams to align on student and training needs.

Research

  • Conducted in-depth interviews with law enforcement and military veterans to understand real-world training scenarios.

  • Mapped the instructor's interaction with curriculum, tools, and trainees to identify bottlenecks.

  • Explored industry grading metrics to integrate existing standards into SSVR’s system.

Ideation

  • Developed service design artifacts to align stakeholders and anticipate the needs of students, instructors, and government partners.

  • Designed interfaces accommodating two students simultaneously, balancing legacy user requirements with new usability improvements.

Iteration

  • Leveraged Figma for real-time collaboration with developers, streamlining iteration cycles.

  • Adapted Google’s Material Design framework to speed up prototyping while maintaining usability standards.

  • Validated interface designs through continuous testing, focusing on legacy users and new adopters.

Business Outcomes

  • Delivered a refined interface in time for a critical government demo with senior Air Force officials.

  • Although government decision-making paused post-demo, the enhanced design maintained law enforcement training contracts, ensuring ongoing revenue.

Key Learnings

  • Close collaboration with subject-matter experts accelerated understanding and refinement of complex workflows.

  • Championing collaboration tools like Figma fostered alignment across teams, even in fast-paced environments.

  • Iterative testing with diverse participants uncovered key insights into user expectations for VR training systems.