Tags:Design Science, Health Care, User experience and VR
Abstract:
Problem: Adverse events during hospitalization are a relatively frequent occurrence. One way of working to prevent these events can be found in the education of health personnel. These educations have seen increased use of simulation training and Virtual Reality (VR). One method of simulation training is the “Room of Errors“, which asks participants to look for pre-established errors. Implementing this concept in VR introduces additional challenges: How should such an application be designed so that users accept the errors as part of the simulation and do not see them as the result of a faulty application? How feasible is it to support multiple concurrent users, which has added benefits in non-VR simulations? Method: A VR “Room of Errors“ has been designed and developed with a Design Science-inspired methodology. The application was developed in Unity for the Oculus Quest HMD. Results: Six user evaluations have been performed at the time of writing. The application has received an average SUS score of 82,1, and lecturers at Anesthetic, Operating room, and Intensive care nursing studies confirm they would consider using the application as part of their educational simulation training sessions. Qualitative data gained by observation and post-intervention interviews suggest that users do accept the VR simulation, including intended and non-intended errors. One evaluation session with multiple concurrent users seems to confirm the viability of multiple concurrent users. Conclusion: A VR “Room of Errors“ has been designed and developed. Preliminary evaluations indicate that the application is usable in VR. The concept appears to be viable, and development is practically and financially feasible.