Virtual Reality Training System – Bariatric Patient Handling
Project Details
Tl;dr
Developed a VR-based moving and handling training system for bariatric patients, translating ACC guidelines into an immersive, interactive learning experience. Focused on improving comprehension, reducing risk for healthcare staff, and standardizing training. Validated design concepts with stakeholders and UX testing, producing a detailed storyboard and interactive prototype. While still a conceptual prototype, the project demonstrates how VR can transform training in healthcare, providing safer, more accessible, and repeatable learning experiences.
New Zealand has one of the highest obesity rates in the world, with over half of the population overweight or obese. Extreme obesity (BMI ≥40 kg/m², weight ≥150 kg) presents unique challenges for hospitalised patients and healthcare staff. Improper handling increases the risk of injury, stress, and emotional strain for both caregivers and patients.
Traditional training for moving and handling bariatric patients is limited, inconsistent, and resource-intensive. It requires specialised equipment, dedicated time, and hands-on coaching—which is not always accessible or scalable.
Virtual Reality (VR) offered a solution: an immersive, risk-free, and repeatable training environment where healthcare professionals could practice techniques safely and repeatedly, standardising learning across locations while reducing costs and time constraints.
I began by immersing myself in the context. I studied ACC guidelines for bariatric patient handling, spoke with healthcare specialists, and mapped the journey of nurses undergoing traditional training. I observed the pain points: sessions were sporadic, staff had limited practical exposure, and real-life incidents sometimes caused injury to both patients and caregivers. I realized that any VR solution needed to feel real, intuitive, and immediately useful.
From this understanding, I framed the central challenge: how could a VR system replicate real-world training in a way that was accessible, safe, and engaging? I built a conceptual model of users, from novice nurses unfamiliar with VR to experienced staff needing refresher training. I also identified critical training tasks, such as moving a patient with the Razor II lifting chair, setting up equipment safely, and coordinating team actions.
I explored multiple ways to translate these tasks into VR. I focused on creating an environment that mirrored a hospital ward, used familiar objects, and incorporated verbal instructions to guide users. I considered accessibility features for mobility and vision impairments, and thought through how onboarding could gradually introduce VR controls. Throughout, I kept the experience grounded in realistic nurse-patient interactions, aiming to make it as natural and intuitive as possible.
The prototype was built as a conceptual VR environment, using Spatial for 3D space, SketchFab for equipment models, and Figma to design user interfaces and mocked up using Photoshop. I mapped every user interaction: how a nurse would approach a task, receive feedback, and complete steps safely. The design included multi-sensory cues, such as visual progress indicators, verbal guidance, and simulated patient responses. While not physically tested, this prototype allowed me to explore how VR could translate existing best practices into a digital, immersive learning experience.
To communicate the concept, I created storyboards and high-fidelity mockups. I walked stakeholders through scenarios showing how a nurse might navigate the VR space, handle equipment, and complete tasks. This visual storytelling helped stakeholders understand the potential of VR, the benefits for safety and consistency, and how immersive design could complement existing training programs.
The project demonstrated that VR could provide a scalable, repeatable training experience that is:
- Safer: simulated practice reduces the risk of injury during real-life training.
- Accessible: designed to accommodate users with varying levels of VR experience and physical abilities.
- Standardised: provides consistent training across different locations.
- Engaging: immersive environments and multi-sensory feedback improve comprehension and confidence.
Even as a concept, the work highlighted the value of story-driven, user-centered design in healthcare training and laid a foundation for a future fully functional VR system.