Case study 02 / Enterprise VR training

Building junior podiatrists' confidence with VR simulation

Mapping a real clinical consultation into a guided VR simulation that junior podiatrists can rehearse until diabetic foot screening stops feeling unfamiliar.

Role
UX designer
Client
Tan Tock Seng Hospital
Duration
October – December 2023
Focus
User interviews · Storyboarding · UI & interaction design
The VR simulation: a virtual patient's foot mid monofilament test, sensation points marked in green, with the case file open beside the bed.
Inside the simulation: the player runs a monofilament test on a virtual patient and records the result on a floating case file.

Challenge

Junior podiatrists can flawlessly ace in-class assessments. But many have difficulty identifying foot conditions once they're in the clinic, and some freeze at the sight of a condition they've only read about.

How might we create a simulation training that helps junior podiatrists make in-clinic decisions?

Results

A guided VR simulation where the player is accompanied by a senior podiatrist and equipped with a clipboard. Throughout the simulation, the player interacts with virtual patients to find out and identify their diabetic foot status.

32 cases Across 8 virtual patients
504 hours Reduction in training duration
$63,000* *Estimated savings in instructor and facility time

Why junior podiatrists freeze in the clinic.

Creating a meaningful product requires the aim to solve a problem, or create an opportunity. I put on my inquisitive hat and got the interviews going.

01

Conditions on a chance basis. Podiatrists can't predict which foot conditions they'll confront in practice, so some stay unfamiliar no matter how experienced a podiatrist is.

02

Fear of the unfamiliar. Trainees can study a condition through textbooks and papers, but meeting it on a real patient is a completely different challenge.

03

Lost confidence mid-screening. Without that familiarity, junior podiatrists struggle to think clearly about what to do during the screening itself.

The fix wasn't more reading. It was realistic, repeatable exposure to conditions a trainee hadn't personally faced yet — and a safe place to lose confidence before it matters.

Segmenting the SOP to find every assessment point.

Based on interviews and the reference documents I was given, I mapped how a typical clinic session actually unfolds.

Each segment — Assessment, Foot Risk Classification, and Education — has a distinct purpose and leans on real clinical judgement to carry out. Understanding where decisions are made in that flow was the first step toward designing interactions around them.

Segmenting the SOP into three purposeful stages made each one's decision points easier to design around.

Mapping learning objectives to VR interactions.

After understanding each segment, the next step was identifying the decision points and learning objectives that should shape the interaction design — one of the biggest challenges in designing an effective VR simulation.

During clinical sessions, junior podiatrists must learn where to conduct the pedal pulse and monofilament tests, and how much pressure the monofilament needs before it buckles.

Learning to identify

Locations

Where on the foot to test, and where sensation typically breaks down first.

Learning to identify

Conditions

What a condition looks like, by reading the foot's appearance alongside the patient's medical history.

To communicate the interaction concepts and how each learning outcome should surface in VR, I sketched a low-fidelity storyboard before any build work began.

Low-fidelity storyboard sketch of the monofilament interaction: annotations mark an indicator for how much the monofilament should buckle, and an indicator showing the push motion to perform.
Sketching the interaction first made it easy to agree on the mechanic with the client before any VR build began.

Feedback the player can feel, see, and hear.

One drawback of VR as a simulation platform is the lack of tactile feedback — players interact with controllers in the air rather than physical objects that push back.

To address this, I designed multi-sensory feedback to signal task completion. During the monofilament test, the controller vibrates, the tested area lights up, and the senior podiatrist gives verbal guidance if the player selects an incorrect spot.

Player's view mid monofilament test: the controller points at the virtual patient's bare foot while the case file panel floats beside the bed.
Tactile, visual, and audio feedback compensate for what a VR controller can't physically push back against.

Rather than one long report at the end of the session, I designed immediate feedback into every assessment point. Getting it wrong is corrected on the spot, which improves retention far more than a summary read after the fact.

Doppler study interpretation panel: each selection is outlined green when correct or red when wrong, with the right answer named underneath a miss.
Every selection resolves immediately — right in green, wrong in red, with the correct answer named on the spot.

I also placed simple guides at every junction of the interaction: from toggling the case file at the start of a session, to reading what each selection colour means. Guidance is delivered contextually, right before the player needs it, rather than all at once — critical for anyone new to a VR headset.

A senior podiatrist character instructing the player to press the right hand controller's trigger to toggle the case file, with a controller diagram shown alongside.
Progressive disclosure: guidance surfaces exactly when a player is about to need it, not before.

The cases I see in virtual reality are very real, and it is also a complete medical consultation process. If I feel that I need more practice, I can repeat it over and over again.

Li Minting

Bringing what I learned back to the design community.

Beyond the design decisions above, testing this simulation surfaced insights on placing elements for user comfort and gaze flow. As an active member of the design community, I shared these at one of DesignSG's meet-ups.

Two attendees in conversation at a DesignSG meet-up, discussing the case study.
Talking through the project's VR usability findings with fellow designers at a DesignSG meet-up.

The simulation itself also reached a wider audience: Tan Tock Seng Hospital's rollout was covered as Singapore's first VR diabetic foot screening training course.

News clipping headlined 'Tan Tock Seng Hospital launches first virtual reality diabetic foot screening training course', with a photo of a nurse wearing a VR headset in front of a screen showing the simulation.
Press coverage of the simulation's rollout at Tan Tock Seng Hospital.

What this project was really about.

I was excited to finally explore how the UX principles I'd built up could apply to a VR experience. Before development, I mapped the actual flow of a clinical consultation onto interactions in the simulation, and leaned on sketching to communicate the early ideas to the client.

What stuck with me most: understanding the current flow and the user's mental model is necessary, but it never guarantees usability on its own. Only testing with real podiatrists — and watching where they hesitated, mis-tapped, or lost their place — actually validated the design.

That's the judgment this work represents: not just mapping a process correctly, but confirming it holds up in someone else's hands.

End note

Have a training problem that needs a safer place to fail first?