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TRAINING SIMULATIONS — UI/UX & INTERACTION DESIGN

Designing UI/UX for Interactive 3D Training

At Metaverse Solutions, I design interfaces, interaction patterns and task guidance for browser-based vocational simulations. My work helps learners understand their objectives, perform practical tasks and receive feedback across different professions.

RoleUI/UX & Interaction DesignUnity Implementation
Period2024–PresentActive Project
PlatformWebGL3D Training Simulations
ToolsFigma · UnityPrototyping & Runtime
FocusUX ArchitectureTask Flows · Prototyping
Sectors5 Vocational EnvironmentsHealthcare · Hospitality · ICT · Technical · Construction
Learners

People exploring vocational roles through practical simulations, including learners unfamiliar with the profession or with navigating 3D environments.

My contribution

I design task flows, interfaces, interaction patterns and guidance, and build UI implementations and interaction prototypes in Unity.

Collaboration

I work with developers and artists to connect the interface, task systems and environment, with client input informing vocational requirements.

Scope delivered

UI screens, contextual prompts, task checklists, onboarding and feedback across healthcare, hospitality, ICT, technical and construction simulations.

ⓘThis case study includes released simulations alongside concepts and work developed as part of ongoing projects.
Released

UI and interaction design across vocational training simulations.

02 — THE DESIGN CHALLENGE

Making complex workflows understandable

Vocational procedures rarely translate directly into a digital experience. A learner may need to navigate an environment, identify the correct object, collect a tool, perform several actions in sequence and understand whether each step was completed correctly. The interface needs to provide enough guidance to keep the learner oriented without turning the experience into a sequence of instructions to follow blindly.

01

Complex procedures

Turn real-world workflows into understandable steps.

Procedures need to be broken into objectives and interactions while preserving the decisions and actions that are relevant to the profession.

02

Guidance inside 3D

Support the learner without competing with the environment.

Objectives, prompts, indicators and feedback need to work alongside navigation, tools and interactive objects rather than constantly occupying the learner's attention.

03

Consistency across simulations

Make new environments feel familiar.

Although each profession introduces different tasks, recurring interaction and interface patterns reduce the amount learners need to relearn when moving between simulations.

Logistics breakdown based on research and client input.

Surface-cleaning interaction with contextual instructions, tool controls and progress feedback

Shared components through all sectors.

03 — TASK ARCHITECTURE

Translating vocational workflows into playable task flows

Before designing individual interfaces, I first look at what the learner actually needs to accomplish. A real procedure may contain many individual actions, dependencies and decisions. I translate that process into a task structure that can be communicated through the environment, interaction system and UI.

Real-World Workflow
Learn information→
Locate→
Access→
Gather tools→
Use tools→
Apply fix→
Finish job
↓
Technical Simulation Experience
Understand objective→
Read context and tasks→
Locate work area→
Select tool→
Perform action→
Receive feedback→
Continue
Released

Translating a technical procedure into a sequence of objectives, interactions and feedback.

Underfloor-heating example: the learner selects and places a component, receives confirmation when the placement succeeds, and continues through the installation sequence.

04 — INTERACTION PATTERNS

Teaching the system once

A learner shouldn't need to discover a completely different control language every time the task changes. Across the simulations, recurring actions follow familiar interaction conventions so learners can focus on the vocational task rather than relearning the controls.

Look
Look toward an object or area to identify the next interaction.
Highlight
A visual cue identifies an object that can be selected or used.
Prompt
A contextual prompt shows the available action and its control.
Interact
Use the indicated control to perform the action.
Feedback
A confirmation message communicates that the interaction succeeded.
Also used across: Pick Up · Place · Inspect · Use Tool · Trace · Assemble

“The task changes, but the basic interaction language remains familiar.”

05 — TASK GUIDANCE

Giving learners the right information at the right moment

One of the recurring UX challenges across the simulations is deciding how much information the learner needs and when they need it. Rather than placing every instruction on screen at once, I separate guidance into different layers.

PersistentWhat am I working toward?
ContextualWhat can I do here?
ProgressiveWhat do I need to know next?
FeedbackDid my action work?
Interaction promptsPrompts appear when looking at an interactable object.
Environmental guidanceIndicators help learners locate important areas or objectives.
Progress feedbackTask states communicate what has been completed and what remains.

“The goal is to keep the learner informed without making the interface responsible for every decision.”

06 — SYSTEM ADAPTABILITY

Designing patterns that adapt across environments

The training simulations cover professions with very different environments, tools and procedures. The content changes, but many UX questions remain the same: What is my current objective? Where do I need to go? What can I interact with? What action is available? Did I complete it correctly? What happens next?

By reusing familiar patterns for objectives, interaction prompts, navigation, task progression and feedback, new simulations can feel consistent without forcing every profession into the same workflow.

“Consistency lives in how the learner uses the simulation. Flexibility lives in what the learner is asked to do.”

UI patterns across training environmentsMy Figma workspace, where I design and organise interfaces, pop-ups, reusable components and interaction states across the vocational training simulations. This overview shows the breadth of design work developed across different tasks and environments.
HealthcareStructured procedures supported by clear task guidance and interaction feedback.
ICTWorkplace navigation, digital tasks and contextual environmental guidance.
Prototype
ConstructionTool-based, multi-step tasks involving preparation, placement, inspection and completion.
TechnicalPractical interactions that combine tools, components and procedural task sequences.
HospitalityService-oriented workflows supported by clear objectives, navigation and contextual interaction.
07 — INTERACTION TYPES

Supporting different forms of interaction

Different vocational tasks require different forms of input and feedback. Instead of designing every interaction independently, I work with reusable task patterns that can be adapted to the procedure being simulated.

Prototype
Object Placement

Position objects or components in the correct location.

Prototype
Tool Operation

Perform practical actions using interactive tools.

Prototype
Inspection

Identify, check or validate relevant conditions.

Prototype
Path Tracing

Follow a required movement or procedural path.

Prototype
Assembly

Complete interactions involving multiple components or stages.

Prototype
Object Selection & Pickup

Select and pick up the correct object.

08 — IMPLEMENTATION

Designing for implementation

My work doesn’t stop once an interface is designed in Figma. Because I also work directly with the simulations in Unity, I can evaluate designs in the environment where they will actually be used. A task interface that appears clear as a static screen may behave very differently when the learner is simultaneously navigating a 3D environment, carrying an object, operating a tool or following a multi-stage procedure.

Working close to implementation lets me refine hierarchy, interaction states, timing, feedback and reusable behaviour while the experience is being built.

Figma Design

Define the interface structure, hierarchy and interaction states.

Unity Implementation

Integrate the design with the simulation's tasks and interaction systems.

Final Simulation

Evaluate the interface in context and refine it around the actual learner experience.

Refinement — giving learners control to leave a task

During testing with clients and the team, participants reported feeling stuck because they could not leave a minigame before completing it. I added an exit option so learners could return to the wider simulation whenever they wanted. Feedback on the revised version confirmed that this addressed the feeling of being stuck and gave learners more freedom and choice during gameplay.

Released

Final UI interactions running in the WebGL simulation.

“Learners can close a minigame at any time to respond to changing priorities, such as an urgent patient-care task.”

9 — RETROSPECTIVE

What this work taught me

Designing across five vocational environments taught me to balance consistency with the needs of each profession.

Working in both Figma and Unity has also made evaluating interfaces in context a central part of my process.

01

Start with the task

Map the practical procedure before deciding what guidance and controls the learner needs.

02

Evaluate in context

An interface that works in Figma still needs checking alongside movement, tools and interactions in Unity.

03

Adapt shared patterns

Reuse familiar controls and feedback while allowing task flows to reflect each profession’s priorities.

Released

UI, task guidance and interaction design across healthcare, ICT, hospitality, technical and construction training simulations.