Project Overview

Improve VR & Web-based App by Research

Sales were strong, but usage was low. Why? ‍

Instead of rushing to "fix the UI," I paused to diagnose the real friction: a fundamental mismatch between our VR tech and the classroom syllabus. Over a 15-month roadmap, I led a strategic pivot that bridged this gap—transforming our products from unused "shelfware" into essential teaching assistants and achieving a 90% student adoption rate at UCLA.

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The Challenge

‍The Situation:
MAI had developed impressive VR technology for anatomy ("BodyMap") and acupuncture ("AcuMap"). While the sales team successfully placed the hardware in institutions, the product wasn't sticking.

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The "Shelfware" Reality:
My initial audit of internal analytics revealed a concerning trend:

• 45% of users "Almost Never Used" the app (less than 10 sessions/month).

• Only 20% were active users.

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The Core Problem:
The product was being sold as a revolutionary tool, but in practice, it was often gathering dust. Teachers faced a recurring struggle: "How do we actually use this in a formal class?". Instead of rushing to "make the UI prettier," I paused to diagnose why the technology failed to integrate into the daily rhythm of the classroom.

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Research and Insights

I conducted qualitative interviews with our most active users (instructors at NTU) and research partners (UCLA) to understand the friction points.

Key Clinical Findings:
The barrier wasn't just usability; it was a fundamental mismatch in mental models:

1. The "Encyclopedia" Problem:
We were handing students a massive library of 5,000+ parts organized by "Body Systems" (Skeletal, Nervous). But professors teach by "Courses" (e.g., "Muscles of Mastication"). As I noted: “Our product is like throwing an encyclopedia at a user and asking them to learn from it”.

2. The "Black Box" Issue:
Instructors hesitated to use the tech because they couldn't see what students were doing inside the headset. Without a way to track progress, grading was impossible.

3. Cognitive Overload:
Medical students—often non-gamers—struggled with the complex VR controllers, leading to early drop-off.

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Strategy and Roadmap

Adhering to the principle that "prescription without diagnosis is malpractice," I defined a 4-Phase Strategy to pivot the product from a "Reference Library" to a "Teaching Assistant".

• Phase 01: The Foundation (Web Portal)
Build the admin tools first so teachers can track usage and justify the technology.

• Phase 02: Validation
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Partner with universities to test a new "Course-Based" information architecture.

• Phase 03: Optimization
Overhaul the VR App to align with the syllabus and fix onboarding.

• Phase 04: Innovation (Dissection)
Address the future market scarcity of cadavers.

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Design Execution

Treatment A: Bridging the Gap (The MAI Portal)

The Goal:

Give teachers "eyes" inside the headset.

‍The Solution:

I established a design system using the MUI React library to create a comprehensive dashboard. Features like "Group Exam Scores" and "Playtime" tracking finally allowed instructors to grade VR performance, bridging the gap between the isolated headset and the classroom gradebook.

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Treatment B: The Holistic Onboarding Ecosystem

The Diagnosis:

Friction existed both inside and outside the headset. Dealers couldn't explain the product, and students were overwhelmed by it. The Solution: I designed a dual-channel support system.

• 1. The Self-Service Knowledge Hub (Webflow CMS):
I built a responsive website using Webflow to host a complete curriculum library. This CMS system organized tutorials ranging from "Getting Started" (hardware setup) to complex lessons like "Acupuncture Simulation" (needle depth/angle).

   ◦ Friendly Touch: This freed up our engineers to focus on VR challenges while giving sales teams a reliable tool to answer client questions on the fly.

‍VR Anatomy - MAI

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• 2. Reducing Cognitive Load in VR:
I redesigned the in-app tutorial to split the user's focus. The Left Panel now tracks progress (timeline), while the Right Panel details the specific gesture (Move, Rotate, Scale). This "one task at a time" approach ensures users master the controllers before tackling complex anatomy.

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Treatment C: Structural Realignment (Course-Based UI)

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The Goal:
Speak the teacher's language.
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‍The Solution:
We moved away from the "Body System" default. I re-architected the library into a "Course System View," allowing students to select specific modules (e.g., "The Brain" or "Facial Muscles"). This simple shift meant the app finally aligned perfectly with their syllabus.

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The Dissection Simulation

The Market Diagnosis:
While optimizing the current product, I identified a looming threat to medical education: "6 Students to 1 Body".

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Insight:
With medical school enrollment projected to rise by 29.2%, cadavers are becoming scarce. Additionally, cultural constraints in some regions prevent the use of real bodies entirely.

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The Strategic Prescription:
I proposed Dissection Simulation not just as a "feature," but as a scalable replacement for scarce physical resources.

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The MVP Execution:
We avoided building a massive system all at once. Consulting with medical specialists, we defined the key learning points: incision site, depth, and angle.

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Safety UI: I designed a "Warning System" to mimic real-world consequences. If a student cuts too deep into the skin layer, a collision detection triggers a "Too Deep!" alert. This trains precision safely before a student ever touches a patient.

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Results

By diagnosing the root cause of "non-use" rather than just treating surface-level UI symptoms, we transformed the product's value.

• Adoption: The structural changes were validated by the market. UCLA reported that 90%+ of students embraced BodyMap for anatomy education after the redesign.

• Team Impact:

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