{"id":{"repo_id":"bournemouth","oai_identifier":"oai:eprints.bournemouth.ac.uk:39135"},"canonical_url":"https://search.dev.ndltd.org/etd/bournemouth/oai:eprints.bournemouth.ac.uk:39135","repository":{"repo_id":"bournemouth","name":"University of Bournemouth","base_url":"http://eprints.bournemouth.ac.uk/cgi/oai2"},"display":{"title":"Human-Centred Design for Improving VR Training of Clinical Skills","abstract":"With the advent of modern VR technology in 2016, its potential for medical simulation and training has been recognized. However, challenges like low user acceptance due to poor usability are frequently found, hampering wide-spread adoption. This research aims to address the usability of VR clinical skills simulations, particularly focusing on interaction design, and proposes improvements for higher learning outcomes and user retention. A literature review and a usability case study of an off-the-shelf clinical VR training application was conducted, revealing usability concerns and areas requiring improvement. The prevalent issues include difficulties with controls, hardware and the 'gulf of execution' in broader 'possibility space' - issues that extend beyond direct interaction designs. A market analysis further reinforced these findings, showing gaps in interaction affordances, pointing to design patterns and trends that could be improved for better usability and interaction. The synthesis of these findings indicate that the limitations of novel interaction schemes and understanding of the VR simulation's 'possibility space' affect the knowledge transferability. Given these issues and limitations in current VR clinical training simulations, this study outlines several Human-Centred Design recommendations for improvement, incorporating findings from wider VR design research. This research's findings seek to facilitate the development of more user-centric VR training applications, ultimately leading to enhanced training of healthcare professionals and improved patient outcomes. The study sets a foundation for future interaction design work, addressing the primary usability issues and limitations in current VR clinical simulations.","abstract_html":"With the advent of modern VR technology in 2016, its potential for medical simulation and training has been recognized. However, challenges like low user acceptance due to poor usability are frequently found, hampering wide-spread adoption. This research aims to address the usability of VR clinical skills simulations, particularly focusing on interaction design, and proposes improvements for higher learning outcomes and user retention. A literature review and a usability case study of an off-the-shelf clinical VR training application was conducted, revealing usability concerns and areas requiring improvement. The prevalent issues include difficulties with controls, hardware and the &#x27;gulf of execution&#x27; in broader &#x27;possibility space&#x27; - issues that extend beyond direct interaction designs. A market analysis further reinforced these findings, showing gaps in interaction affordances, pointing to design patterns and trends that could be improved for better usability and interaction. The synthesis of these findings indicate that the limitations of novel interaction schemes and understanding of the VR simulation&#x27;s &#x27;possibility space&#x27; affect the knowledge transferability. Given these issues and limitations in current VR clinical training simulations, this study outlines several Human-Centred Design recommendations for improvement, incorporating findings from wider VR design research. This research&#x27;s findings seek to facilitate the development of more user-centric VR training applications, ultimately leading to enhanced training of healthcare professionals and improved patient outcomes. The study sets a foundation for future interaction design work, addressing the primary usability issues and limitations in current VR clinical simulations.","abstract_has_math":false,"creators":["Matthews, Thomas Joseph"],"institution":"Bournemouth University","degree_name":null,"degree_level":"masters","degree_discipline":null,"degree_department":null,"school":null,"contributors":[],"advisors":[],"committee_chairs":[],"committee_members":[],"year":2023,"date_issued":"2023-09","date_published":"2023-09","updated_at":"2026-07-24T01:12:51Z","subjects":[],"languages":["en"],"rights":[],"rights_urls":[],"identifier_entries":[]},"links":{"outbound_url":null,"outbound_label":null,"outbound_source":null},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:creator","label":"Author","values":["Matthews, Thomas Joseph"]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date","label":"Dc Date","values":["2023-09-13"]},{"key":"dc:date.issued","label":"Date","values":["2023-09"]},{"key":"dc:publisher.department","label":"Dc Publisher Department","values":["Faculty of Media and Communication"]},{"key":"dc:publisher.institution","label":"Dc Publisher Institution","values":["Bournemouth University"]},{"key":"dc:relation.isreferencedby","label":"Dc Relation Isreferencedby","values":["https://eprints.bournemouth.ac.uk/39135/"]},{"key":"dc:type","label":"Dc Type","values":["Thesis"]},{"key":"dc:type.qualificationlevel","label":"Dc Type Qualificationlevel","values":["masters"]}]},{"id":"language_rights","label":"Language and Rights","entries":[{"key":"dc:language","label":"Dc Language","values":["en"]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier.uri","label":"Identifier URI","values":["https://eprints.bournemouth.ac.uk/39135/1/MATTHEWS%2C%20Thomas%20Joseph_M.Res._2023.pdf"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description.abstract","label":"Abstract","values":["With the advent of modern VR technology in 2016, its potential for medical simulation and training has been recognized. However, challenges like low user acceptance due to poor usability are frequently found, hampering wide-spread adoption. This research aims to address the usability of VR clinical skills simulations, particularly focusing on interaction design, and proposes improvements for higher learning outcomes and user retention. A literature review and a usability case study of an off-the-shelf clinical VR training application was conducted, revealing usability concerns and areas requiring improvement. The prevalent issues include difficulties with controls, hardware and the 'gulf of execution' in broader 'possibility space' - issues that extend beyond direct interaction designs. A market analysis further reinforced these findings, showing gaps in interaction affordances, pointing to design patterns and trends that could be improved for better usability and interaction. The synthesis of these findings indicate that the limitations of novel interaction schemes and understanding of the VR simulation's 'possibility space' affect the knowledge transferability. Given these issues and limitations in current VR clinical training simulations, this study outlines several Human-Centred Design recommendations for improvement, incorporating findings from wider VR design research. This research's findings seek to facilitate the development of more user-centric VR training applications, ultimately leading to enhanced training of healthcare professionals and improved patient outcomes. The study sets a foundation for future interaction design work, addressing the primary usability issues and limitations in current VR clinical simulations."]},{"key":"dc:format","label":"Dc Format","values":["application/pdf"]},{"key":"dc:title","label":"Title","values":["Human-Centred Design for Improving VR Training of Clinical Skills"]}]}],"canonical_facts":{"dc:creator":["Matthews, Thomas Joseph"],"dc:date":["2023-09-13"],"dc:date.issued":["2023-09"],"dc:description.abstract":["With the advent of modern VR technology in 2016, its potential for medical simulation and training has been recognized. However, challenges like low user acceptance due to poor usability are frequently found, hampering wide-spread adoption. This research aims to address the usability of VR clinical skills simulations, particularly focusing on interaction design, and proposes improvements for higher learning outcomes and user retention. A literature review and a usability case study of an off-the-shelf clinical VR training application was conducted, revealing usability concerns and areas requiring improvement. The prevalent issues include difficulties with controls, hardware and the 'gulf of execution' in broader 'possibility space' - issues that extend beyond direct interaction designs. A market analysis further reinforced these findings, showing gaps in interaction affordances, pointing to design patterns and trends that could be improved for better usability and interaction. The synthesis of these findings indicate that the limitations of novel interaction schemes and understanding of the VR simulation's 'possibility space' affect the knowledge transferability. Given these issues and limitations in current VR clinical training simulations, this study outlines several Human-Centred Design recommendations for improvement, incorporating findings from wider VR design research. This research's findings seek to facilitate the development of more user-centric VR training applications, ultimately leading to enhanced training of healthcare professionals and improved patient outcomes. The study sets a foundation for future interaction design work, addressing the primary usability issues and limitations in current VR clinical simulations."],"dc:format":["application/pdf"],"dc:identifier.uri":["https://eprints.bournemouth.ac.uk/39135/1/MATTHEWS%2C%20Thomas%20Joseph_M.Res._2023.pdf"],"dc:language":["en"],"dc:publisher.department":["Faculty of Media and Communication"],"dc:publisher.institution":["Bournemouth University"],"dc:relation.isreferencedby":["https://eprints.bournemouth.ac.uk/39135/"],"dc:title":["Human-Centred Design for Improving VR Training of Clinical Skills"],"dc:type":["Thesis"],"dc:type.qualificationlevel":["masters"]},"updated_at":"2026-07-24T01:12:51Z"}