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For the initial R&D of the tool, we decided to focus on exploring the design potential of XR technology in improving the quality of existing training by enhancing its experiential learning aspects.
Why XR?
Our motivation for choosing XR as the training medium stemmed from team members’ experience working with the medium and familiarity with its key affordances, including an increased sense of realism and user engagement.
Through our initial scan of XR soft skill trainings in the market and in research, we found that many consist of:
With developments in conversational AI, applications are emerging that integrate more fluid interactivity [27]; however, we are not aware of XR training tools that allow both an open-ended expressiveness for trainees to practice conversing in tandem with a subtle curation of virtual patients’ embodied, emotional, and realistic responses.
Inspired by (1) limitations in the field; (2) theories of constructivist and authentic learning [28, 29], which posit that learning is an active, exploratory process and benefits greatly from hands-on activities; as well as (3) studies calling for more sophisticated designs of virtual patients [30, 31, 32]; we were excited to explore creating a highly dynamic and realistic role-playing XR experience for trainees.
Why Participatory Design?
Also, given that we were designing for trainees coming from and serving underrepresented communities, we acknowledged the role that cultural sensitivity has in shaping mental health outcomes [35, 36, 37] and committed to a participatory design approach to embed that sensitivity into our design process.
Research Questions
With all of these factors in mind, we synthesized the following research questions to guide our R&D process:
Specifying the Curriculum
Our deliberations with the SMEs led to a consensus on the selection of screening skills, specifically the skill of administering the brief PHQ-4 questionnaire, which assesses a patient’s depression and anxiety symptoms [45].
{{sect3}}
For the initial R&D of the tool, we decided to focus on exploring the design potential of XR technology in improving the quality of existing training by enhancing its experiential learning aspects.
Why XR?
Our motivation for choosing XR as the training medium stemmed from team members’ experience working with the medium and familiarity with its key affordances, including an increased sense of realism and user engagement.
Through our initial scan of XR soft skill trainings in the market and in research, we found that many consist of:
With developments in conversational AI, applications are emerging that integrate more fluid interactivity [27]; however, we are not aware of XR training tools that allow both an open-ended expressiveness for trainees to practice conversing in tandem with a subtle curation of virtual patients’ embodied, emotional, and realistic responses.
Inspired by (1) limitations in the field; (2) theories of constructivist and authentic learning [28, 29], which posit that learning is an active, exploratory process and benefits greatly from hands-on activities; as well as (3) studies calling for more sophisticated designs of virtual patients [30, 31, 32]; we were excited to explore creating a highly dynamic and realistic role-playing XR experience for trainees.
Why Participatory Design?
Also, given that we were designing for trainees coming from and serving underrepresented communities, we acknowledged the role that cultural sensitivity has in shaping mental health outcomes [35, 36, 37] and committed to a participatory design approach to embed that sensitivity into our design process.
Research Questions
With all of these factors in mind, we synthesized the following research questions to guide our R&D process:
Specifying the Curriculum
Our deliberations with the SMEs led to a consensus on the selection of screening skills, specifically the skill of administering the brief PHQ-4 questionnaire, which assesses a patient’s depression and anxiety symptoms [45].