Critical evaluation.

Augmented/virtual reality, when critically evaluated from a UX standpoint, has become increasingly popular in the context of medical learning. Integrating detailed visuals alongside immersive environments has the potential to completely change the way practical medicine is taught and learnt. Below, I will be evaluating VR/AR’s use in a medical learning environment from a UX perspective.

Strengths:

  • Increase in student engagement: augmented reality encourages students to participate and actively absorb the knowledge being shown to them through the use of an engaging user experience. This, in turn, creates an immersive learning environment, allowing for a positive impact on the individual and their ability to retain the knowledge learnt.

  • Interactive elements: Interactivity is a big selling point of including AR in medical learning environments. By allowing for a user to manipulate and personalise their own learning experience, you encourage their interest and willingness to use the product. The individual can learn at their own pace, using augmented reality to tailor their own unique learning experience.

  • Gives option for alternative learning styles: As mentioned previously, use of augmented reality in catering to different learning styles allows for a greater overall user experience. This casts a wider net than traditional learning does, catering for individuals with kinaesthetic learning styles who might find comprehending abstract topics easier in a 3-D environment.

  • Opportunity for safe environments in training situations: Previously, students wouldn’t have opportunity to experience the same medical procedures without having to experience them in a real-life environment. This can be naturally a stressful situation, and may influence the ability to retain information and make informed decisions. With AR, students have a safe environments to practice, without the fear or pressure of making a fatal mistake.

Weaknesses:

  • Cost: When evaluating cost, the price per product isn’t the only consideration towards cost that need to be made. Factors such as electrical costs, insurance, software rights, etc. are real disadvantages to medical universities using AR/VR technology. All of these factors add up when considering financial applications in order to purchase the equipment.

  • Privacy concerns: Integrating any technology requires careful consideration as to what data and permissions are required by third parties. A full evaluation needs to be conducted prior to implementing into university courses to avoid any personal data being compromised.

  • Accessibility limitations: Weight and time needed to wear any of the technology mentioned is a factor that needs to be considered. Comfort and ensuring students with accessibility needs such as ADHD, ASD, or other physical conditions will be comfortable wearing the technology is important to mitigate any issues around inclusivity.

  • Environment issues: Being aware of surroundings is something else to consider, especially if AR/VR technology is used simultaneously by multiple people. Ensuring a spacious and safe environment are key issues that would present in integrating this technology, as well as consideration toward lighting alterations in order to ensure the best user experience.

Suggestions for future work:

  • Cater more to varying learning disability requirements: By designing for inclusivity, we allow for a better overall user experience as more individuals can feel comfortable using the product. In AR/VR technology, this could include photosensitivity warnings, optional audio/ visual captions, voice-control features, etc.

  • Adaptive design for limited environments: A limited environment could include one where lighting isn’t ideal, cost implications are a concern, there is limited space, etc. A solution for this could be designed with the user in mind, by having hardware/software more adaptive to a user/organisation’s needs. Whether this could be more energy-efficient processing for economic savings, or use of AI to warn individuals of the compromised space around them.

  • Improvements on ergonomic designs: This would involve designing for a user’s comfort in mind. This could involve improvements upon headsets, comfort of headphones, ensuring the product is as light as possible, etc. These improvements would allow for less distraction and an overall more satisfied relationship with the AR/VR product.

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Exploring the practicality of AR in a medical education setting.