VR App • B2B

VR Aircraft Refueling Trainer

All work included in this case study is sanitized and simplified in order to protect client identity, entrusted information and property.

A VR aircraft refueling trainer application accompanied by a trainer console app. This product was for a military client and the objective was to maintain refueling competency, as well as up-skill these trainees to interact with 12 aircraft specific refueling panels.

Duration

1 year

Team

Product Owner, UI/UX Lead, 5 3D Artists, 6 Engineers

Role

Lead UX/UI Designer

Year

2025

VR Aircraft Refueling Trainer hero image

UI position and design sketches made in Shapes XR, directly in VR.

The Challenge

Around 400 user steps to document and ensure accuracy for with SMEs, all dependent on aircraft. Each aircraft type required specific documentation to maintain training fidelity and regulatory compliance.

400+
User steps to document
68%
Task success in Easy mode
2.5h
Clarification per user step

Research & Discovery

We conducted extensive user research to understand the pain points and motivations of our target users: instructors and trainees.

User Interviews

Conducted 13 in-depth interviews with target users and SMEs

Key Insights:

  • Some documentation is outdated
  • Teams have varying ways of communicating with pilot
  • Hesitancy to trust others with responsibilities that were formerly their own

User Journey Mapping

Mapped the entire refueling user flow for 12 aircrafts

Key Insights:

  • Baseline structure for type of aircraft
  • Maintain competency in known tasks
  • Different treatment for new information to up-skill

The Solution

Extremely detailed and precise design documentation, including AC-specific user flows and hand-drawn storyboards.

Detailed User Flows

Map out user journey for each of the 12 aircrafts. Methods used were: • Contextual observations • Interviews • Formal work manuals

Detailed User Flows - First Image

Detailed User Flows - Second Image

Storyboarding

Hand-drew and put together hundreds of storyboard frames, cutting dev clarification from 2.5h to 0.5h, 80% faster.

Storyboarding - First Image

Storyboarding - Second Image

Usability Testing and Goals

Designed consistent touchpoints where feedback was collected before iteration, created concrete goals that could be tracked along the touchpoints, and aligned different workstreams by placing user feedback as the core of the solution thus increasing task-success rate from 76% to 82% in just one month.

Screen(s)AssumptionsRiskRisk PossibilityImpact to PlayerMitigation
UsabilityClear navigation patternsConfusing interfaceMediumTask failureUser testing iterations
DesirabilityEngaging visual designLow engagementLowReduced motivationVisual design polish
ScalabilityModular architecturePerformance issuesHighSystem crashesLoad testing
FeasibilityTechnical constraintsImplementation delaysMediumDelayed deliveryTechnical spikes

Template table used to track goals per-feature or per broad objective like "Tutorialization". For more concrete examples of these usability, desirability, scalability, and feasibility buckets, visit the Advanced UI/UX for Games case study.

Design Process

Research & Discovery Onsite Visits

1

Activities

  • SME interviews
  • Onsite observations
  • Documentation review

Deliverables

  • Research findings
  • User journey maps
  • Technical requirements

Ideation & Development

2

Activities

  • Design workshops
  • Storyboarding
  • User flow creation

Deliverables

  • Concept designs
  • Detailed user flows
  • Development specifications

Alpha Testing

3

Activities

  • Internal testing
  • SME validation
  • Initial feedback

Deliverables

  • Alpha build
  • Test results
  • Iteration plan

Beta Testing

4

Activities

  • User testing
  • Performance evaluation
  • Feedback integration

Deliverables

  • Beta build
  • User feedback
  • Design refinements

Final Testing

5

Activities

  • Final validation
  • Deployment preparation
  • Documentation

Deliverables

  • Final build
  • Launch documentation
  • Training materials

Results & Impact

Led cross-functional team of 15 to deliver a VR UI/UX to reduce trainee error rates, shorten onboarding time, and cut overhead training costs. Defined product goals, designed and synthesized research, and iterated on MVP features based on usability test insights.

0.5h
Engineering clarification time
-80%
82%
Task-success rate in easy mode
+8%
"Then one thing I love is that they're coming in at 18,19 and they are playing video games. So this is the most perfect way to teach the mindset. There's rules, it's not only a game, it's my job. I hope we implement it soon; I'm irritated teaching them out there."
Bulk Refueler
Military Training Staff

Key Learnings

Desirability is still important in a training application. It keeps users wanting to read the instructions and follow along.

Community features significantly impact engagement - competition between users was seen even without explicit in-app feedback

Progressive disclosure works - showing advanced features gradually prevents overwhelm

Micro-interactions matter - small celebrations and feedback loops build engagement

Next Steps

1

Expand social features with team challenges and leaderboards

2

Expand to more aircraft platforms

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