TRAINING SIMULATIONS — UI/UX & INTERACTION DESIGN

Designing UI/UX for Interactive 3D Training

At Metaverse Solutions, I design the interfaces, interaction patterns and task guidance used across browser-based vocational training simulations. The simulations cover different professions and environments, from healthcare and hospitality to ICT, technical work and construction. My role is to translate real-world procedures into clear interactive experiences: deciding how learners understand their objective, interact with the environment, perform tasks and receive feedback as they progress.

RoleGame DesignerUI/UX & Interaction Design
Period2024–PresentActive Project
PlatformWebGL3D Training Simulations
ToolsFigma · UnityPrototyping & Runtime
FocusUX ArchitectureTask Flows · Prototyping
Sectors5 EnvironmentsHealthcare · Tech · ICT
ⓘThis case study includes released simulations alongside concepts and work developed as part of ongoing projects.
UI and interaction design across vocational training simulations.

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.

Task guidance within a structured vocational procedure

Task guidance within a structured vocational procedure

Tool-based interaction and focused practical tasks

Tool-based interaction and focused practical tasks

Navigation, workplace tasks and environmental guidance

Navigation, workplace tasks and environmental guidance

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
Receive→
Unload→
Store→
Pick→
Pack→
Palletize→
Load→
Depart
↓
Simulation Experience
Understand objective→
Locate→
Interact→
Perform→
Receive feedback→
Continue
UPLOAD — LOGISTICS WORKFLOW GAMEPLAY

This separation helps me decide what belongs in the interface, what should be communicated through the environment and what only needs to appear when the learner interacts.

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→
Highlight→
Prompt→
Interact→
Feedback
01UPLOAD — Look
The learner focuses on an object or area in the environment.
02UPLOAD — Highlight
Interactive objects communicate when they can be selected or used.
03UPLOAD — Prompt
A contextual prompt communicates the available action.
04UPLOAD — Interact
The learner performs the action using the established controls.
05UPLOAD — Feedback
The simulation communicates the result and updates the task when appropriate.
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?
UPLOAD — ACTUAL TABLET / TASK UI
→ Current objective
→ Task progression
→ Supporting guidance
→ Feedback
UPLOAD — Interaction prompts
Interaction promptsActions appear where they become relevant.
UPLOAD — Environmental guidance
Environmental guidanceIndicators help learners locate important areas or objectives.
UPLOAD — Progress feedback
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.”

UPLOAD — MASTER FIGMA / UI OVERVIEW
UPLOAD — Healthcare
HealthcareStructured procedures supported by clear task guidance and interaction feedback.
UPLOAD — ICT
ICTWorkplace navigation, digital tasks and contextual environmental guidance.
UPLOAD — Construction
ConstructionTool-based, multi-step tasks involving preparation, placement, inspection and completion.
UPLOAD — Technical
TechnicalPractical interactions that combine tools, components and procedural task sequences.
UPLOAD — Hospitality
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.

Object Placement
Object Placement

Position objects or components in the correct location.

Tool Operation
Tool Operation

Perform practical actions using interactive tools.

Inspection
Inspection

Identify, check or validate relevant conditions.

Path Tracing
Path Tracing

Follow a required movement or procedural path.

Assembly
Assembly

Complete interactions involving multiple components or stages.

Grab & Deliver
Grab & Deliver

Select, carry and deliver the correct object to its destination.

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.

01UPLOAD — Figma Design
Figma Design

Define the interface structure, hierarchy and interaction states.

02UPLOAD — Unity Implementation
Unity Implementation

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

03UPLOAD — Final Simulation
Final Simulation

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

UPLOAD — IMPLEMENTED UI GAMEPLAY

Screen recording or screenshot of the final UI interactions running in the WebGL simulation.

“Implementation is part of the design process, not simply the handoff at the end.”

09 — REFINEMENT

Improving the experience through implementation

CASE 01 — Task Guidance
UPLOAD — BEFORE
Before
UPLOAD — AFTER
After
Problem

As task sequences became more complex, learners needed a clearer way to understand what they were currently working on without repeatedly searching through instructions.

Design Decision

Prioritize the active objective and structure supporting information around the current stage of the task.

CASE 02 — Onboarding
UPLOAD — BEFORE
Before
UPLOAD — AFTER
After
Problem

Introducing objectives, controls and interaction rules at the same time can create unnecessary information before the learner has entered the experience.

Design Decision

Prioritize what is needed to begin and reinforce the remaining interaction rules through consistent prompts and contextual guidance.

CASE 03 — Progress Feedback
UPLOAD — BEFORE
Before
UPLOAD — AFTER
After
Problem

Continuous tasks such as painting are not simply complete or incomplete. Learners need to understand both the current stage of the process and their progress within it.

Design Decision

Expose the active stage — such as Primer, First Coat and Second Coat — alongside progress feedback so the learner can understand both what they are doing and how far they have progressed.

10 — RETROSPECTIVE

Designing systems, not individual screens

Working across multiple training environments changed the way I approach interface and interaction design. Instead of asking only “What should this screen look like?”, I increasingly ask: What should remain familiar from previous simulations, and what needs to change for this particular task?

That shift has helped me think beyond individual interfaces toward the relationship between task structure, interaction, guidance and feedback across an entire experience.

01

Consistency reduces learning overhead

When familiar actions behave predictably, learners can spend more attention on the vocational task rather than relearning the interface.

02

3D experiences depend on contextual feedback

Unlike conventional interfaces, the environment itself is part of the experience. Objects, prompts, task states and feedback need to work together to communicate what is happening.

03

Reusable patterns create coherence

Shared interaction and UI patterns make it easier to design new simulations while still allowing each profession to have its own workflow and requirements.

UPLOAD — FINAL MULTI-SECTOR MONTAGE / VIDEO

Final platform overview highlighting cross-sector simulation UX in action.

“One interaction language. Different vocational experiences.”