Under the Skin
Published VR medical training simulation for chemotherapy safety education on Meta Horizon Store.
Under the Skin
A VR Medical Training Simulation for Chemotherapy Safety
Role: Lead UX Designer & Developer
Duration: 9 Months (2020-2021)
Platform: Meta Quest (1, 2, 3), originally Oculus Go
Status: Published on Meta Horizon Store
Client: University of Michigan School of Nursing
Team Size: 2 Developers + Learning Experience Designer + Nursing Faculty
Project Overview
Under the Skin is a published VR medical training simulation designed to educate nursing students and healthcare providers on the critical dangers of vesicant chemotherapy extravasation and evidence-based treatment protocols. The experience combines interactive patient scenarios with multi-scale visualization, from bedside care to cellular-level biological processes, creating an immersive learning environment impossible to replicate in traditional classroom settings.
Developed in collaboration with University of Michigan School of Nursing faculty, this simulation is used in residential nursing education and has been showcased at multiple national nursing conferences.
My Role & Contributions
UX/UI Leadership
Led complete UX design process from initial concept through storyboarding, prototyping, and final implementation
Designed intuitive spatial UI optimized for VR interaction, balancing educational content with usability
Created onboarding system with contextual, just-in-time instructions minimizing cognitive load
Developed clear visual hierarchy and way-finding for complex multi-level simulation structure
Collaborated with learning experience designer to translate educational objectives into engaging interactions
Technical Development
Architected game systems in Unreal Engine 4.27 using Blueprints for interactive patient scenarios
Implemented two complete patient scenarios (peripheral IV and chest port administration)
Developed three-tier simulation structure: patient interaction → macro observation → cellular visualization
Created responsive interaction systems for medical procedures (PPE donning, IV checks, patient assessment)
Built scalable level architecture supporting multi-scenario expansion
3D Art & Environment Design
Designed and built hospital environments optimized for VR performance and spatial presence
Textured 3D assets including medical equipment, hospital rooms, and patient avatars
Developed UV mapping and texture workflows for realistic medical environments
Animated patient characters in Blender and Maya
Optimized 3D assets for smooth performance on mobile VR hardware (Oculus Go and Meta Quest)
Project Management & Deployment
Managed full product lifecycle: concept, design, prototype, development, testing, deployment, post-launch support
Coordinated agile-ish development using 2-week sprints with cross-functional team
Navigated COVID-19 constraints, adapting user testing plans to prioritize faculty feedback
Published application to Meta Horizon Store, managing submission requirements and approval process
Maintained ongoing post-launch updates addressing platform changes and Meta store standards
Cross-Functional Collaboration
Partnered closely with School of Nursing faculty to ensure medical accuracy and educational efficacy
Translated complex medical concepts into intuitive visual and interactive experiences
Facilitated feedback sessions and iteratively refined design based on subject matter expert input
Coordinated with learning experience designer to develop patient scripts and educational narratives
Technical Implementation
Core Technologies:
Game Engine: Unreal Engine 4.27
Scripting: Blueprints visual scripting
3D Modeling & Animation: Blender, Maya
Platform: Meta Quest (1, 2, 3), backward compatible with Oculus Go
Key Technical Features:
Multi-Scale Visualization: Seamless transitions from macro (patient bedside) to micro (cellular) perspectives
Interactive Medical Procedures: Physics-based interactions for PPE, IV administration, patient assessment
Educational Progression System: Three-tier learning structure guiding users through escalating complexity
Spatial UI Design: Context-sensitive interfaces that respect VR ergonomics and minimize motion sickness
Performance Optimization: Maintained 72fps on mobile VR hardware through efficient asset management
Cross-Platform Compatibility: Adapted from Oculus Go to modern Quest platform ecosystem
Development Challenges Solved:
Remote Development: Successfully completed project during COVID-19 with limited in-person testing
Medical Accuracy: Balanced educational rigor with engaging gameplay and visual storytelling
VR Comfort: Designed experiences minimizing simulator sickness through careful locomotion and UI placement
Platform Evolution: Maintained compatibility as Meta platform and store requirements evolved post-launch
Outcomes & Impact
Educational Reach:
Published on Meta Horizon Store for global accessibility
Used in University of Michigan nursing curriculum for student education
Showcased at multiple national nursing conferences demonstrating industry recognition
Positive faculty feedback validating educational effectiveness and medical accuracy
Technical Achievements:
Complete product lifecycle management from concept to post-launch maintenance
Cross-platform deployment supporting multiple Quest hardware generations
Ongoing maintenance keeping pace with evolving Meta platform standards
Production-quality VR experience meeting commercial app store requirements
Skills Demonstrated:
Spatial UX design for immersive VR environments
Medical education translation into interactive experiences
3D content pipeline from modeling to animation to optimization
Agile project management coordinating cross-functional stakeholders
Design Philosophy & Approach
User-Centered Medical Education
This project required balancing multiple competing priorities: medical accuracy, educational efficacy, intuitive interaction design, and VR comfort. My approach centered on making complex medical concepts accessible through progressive disclosure and multi-scale visualization.
Three-Tier Learning Architecture:
Patient Interaction Level: Establishes real-world context through bedside scenarios
Macro Observation Level: Zooms in to show visible physiological changes (extravasation)
Cellular Level: Reveals microscopic biological processes causing tissue damage
This structure allows learners to connect abstract cellular biology with observable clinical symptoms and practical interventions - bridging the gap between theory and practice.
Spatial UI Principles:
Rather than translating 2D UI into VR space, I designed interfaces that respect VR's unique affordances:
Instructions appear contextually at natural gaze locations
Interactive elements positioned within comfortable reach zones
Simple teleportation mechanics to support 3 DOF controllers (Oculus Go)
Incorporated accessibility features such as captions and user height adjustment
Accessibility Through Simplicity:
Given the target audience (nursing students, not gamers), I prioritized intuitive interactions requiring minimal VR experience. Clear visual feedback and explicit guidance ensure learners focus on educational content rather than struggling with controls.
Project Challenges & Solutions
Challenge 1: Remote Development During COVID-19
Problem: Limited access to user testing with nursing students
Solution: Pivoted to intensive faculty feedback sessions, leveraging subject matter experts to validate educational content and usability. Implemented rapid iteration cycles based on faculty input.
Challenge 2: Medical Accuracy vs. Engagement
Problem: Balancing educational rigor with engaging, accessible interaction design
Solution: Collaborated closely with nursing faculty to identify "need-to-know" vs. "nice-to-know" content. Prioritized critical learning objectives while maintaining narrative flow and visual interest.
Challenge 3: Platform Evolution Post-Launch
Problem: Meta Horizon Store requirements and Quest platform standards evolving after initial publication
Solution: Established ongoing maintenance workflow monitoring platform updates. Updated application to meet new standards, ensuring continued store availability and hardware compatibility.
Skills Demonstrated
UX/UI Design: Spatial interface design, VR interaction patterns, onboarding systems, instructional design, information architecture
Game Development: Unreal Engine Blueprints, game systems architecture, level design, interactive storytelling, educational game design
3D Art & Technical Art: Environment development, character animation, UV mapping, texturing, asset optimization, performance tuning for mobile VR
Project Leadership: Full lifecycle ownership, agile project management, cross-functional collaboration, stakeholder management, post-launch support
Domain Expertise: Medical education translation, spatial UX for VR, accessibility design, platform-specific optimization
Recognition & Usage
Used in: University of Michigan School of Nursing residential curriculum
Conference Presentations: Showcased at multiple national nursing conferences
Public Availability: Published on Meta Horizon Store for healthcare education community