The Broken Mile · 7th International VR Awards Finalist

Immersive VR Training for Fiber Optic Technicians

Meta Quest 2 · Deployed via ArborXR & Meta Quest Store

Lead Immersive Experience Designer · CXR Agency (Kinemeric)

September 2023 · 3 months

Try it on Meta Quest
  • Role

    XR design lead

  • Team

    Me + CD, UI/UX, 3D, 3 devs

  • Platform

    Meta Quest 2

  • Recognition

    VR Awards finalist

The problem

Technicians learned a dangerous job on live lines.

Expensive to scale

Classroom and video training across many locations

Inconsistent skills

Quality depended on who trained you

Real safety risk

Field mistakes affect people and service

What I did

From the first client call to launch

The connecting point between client, Creative Director, UI/UX, 3D, and dev teams

  1. Research

    Asked technicians how the job is really done

  2. Storyboard

    Interactive ShapesXR previz, approved first

  3. 3D direction

    Asset list, references, reviews, approvals

  4. UX & gamification

    Wireframes, scoring, levels, haptics with devs

  5. Sound

    Five-layer audio and every voice line

  6. Test & launch

    Build testing, ArborXR assets, the trailer

8

core design documents written

4

teams coordinated daily

5

audio layers designed

13

tools across 3D, UX, audio, and video

Storyboard

Real field workflow, previewed in VR first

Pole heights, cable routes, and tool order all came from technician interviews

ShapesXR previsualization of the neighborhood and utility pole
ShapesXR previsualization of the neighborhood and utility pole, re-exported without the watermark. From “6. Concept & Storyboarding”
Arrive & assess[Scene: arrive at the pole]
1

Arrive & assess

Choose tools & materials[Scene: select the right materials]
2

Choose tools & materials

Splice & verify[Scene: the splice]
3

Splice & verify

UX wireframes

Wireframe first. Then ship it in the headset.

Core task panel wireframes, from “8. UX & Design Decisions”[Core task panel wireframes, from “8. UX & Design Decisions”]

Wireframe

The same panels as shipped, from “8. UX & Design Decisions – 2”[The same panels as shipped, from “8. UX & Design Decisions – 2”]

Shipped

Three training tiers

Assessment removes “skip step,” so scores are earned

Segmented practice

Retrain one failed step, not the whole run

Supervisor view

Headset runs become team accountability via ArborXR

Key decisions

Four calls that made it work in the headset

Confirm with your eyes

Hold your gaze and the ring fills. No button, because hands are busy.

Mistakes cost time, not progress

Wrong picks add seconds instead of blocking the run.

Three lines, max

People stop reading in a headset. A tool image beats a tool name.

Labels live on the part

Short commands pinned to what needs action, so eyes never leave the task.

3D world

Tools a real technician recognizes

Splice case, fusion splicer, and pole hardware, from “7. 3D Environment”[Splice case, fusion splicer, and pole hardware, from “7. 3D Environment”]
90 Hz on Quest 2LOD + texture atlasingFewer draw calls

Sound

Audio that guides without distracting

Voice-over

Task steps & quizzes

Character

The wire-chewing squirrel

Interaction

Tools, markers, falls

UI

Select, hover, right, wrong

Ambient & score

Always underneath

Impact

Shipped, recognized, and in the field

Finalist

7th International VR Awards

30%

shorter development cycles

Live

Meta Quest Store + ArborXR fleet

“We've never seen anything like it in our training modules. Realism and simplicity, exactly what we needed.”
VP of Marketing, client

Work done at CXR Agency (Kinemeric); also published by the company as “Inside the Fiber: VR Field Training for Network Technicians.” This page shows my role and contributions.

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