Exhibit — Chapter II
← Research & StrategyProject highlight
VR aircraft maintenance training environment — hero visual
Hero slot — replace with the final project visual or video poster.

Ergonomics in VR

Designing a VR training environment around human movement, task requirements and cognitive efficiency.

Research & StrategyHuman FactorsVR TrainingPre-Flight MaintenanceAcademic Project
RoleResearcher & Designer
CategoryResearch & Strategy
SubcategoryHuman Factors / VR Training
ContextCollege / Academic Project
Target UsersAircraft engineers & students
Project TypeResearch / VR Training

Applying human-factors research to make VR-based aircraft maintenance training safer, clearer and more cognitively efficient.

Pre-flight maintenance training can require expensive physical equipment and controlled environments. This project explored how VR could provide a safe, repeatable training space for aircraft engineers and students while applying human-factors research to the interaction and spatial design.

02 — The research question

How Should a VR Training Environment Behave Around the Human?

The project focused on understanding how physical and cognitive factors influence interaction within a VR maintenance task.

  • ▪Physical posture
  • ▪Reachability
  • ▪Interaction distance
  • ▪Controller movement
  • ▪Cognitive load
  • ▪Workspace layout
  • ▪VR interface placement
Asset pendingResearch composition — observations, diagrams and notes
Replace with the research documentation composition.
03 — Human factors

Designing for the Person, Not Just the Task

The relationship between human factors and VR interaction shaped every design decision.

01Human Factors
02Task Requirements
03Spatial Constraints
04Interaction Decisions
Asset pendingErgonomic observations
Asset pendingReachability diagram
Asset pendingInteraction-distance diagram
Asset pendingPosture study
Asset pendingWorkspace layout
04 — Task & interaction

From Maintenance Task to VR Interaction

The project translated pre-flight maintenance requirements into a VR training experience.

01Task
02User Action
03VR Interaction
04Feedback
05Training Outcome
Asset pendingTask model / user flow
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Asset pendingInteraction diagram
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Asset pendingVR interface screenshot
Asset pendingPrototype screenshot
05 — VR environment

Building the Training Environment

The environment was structured to support reachability, movement, workspace awareness and interaction distance.

The virtual space was organised around the engineer's body, not the aircraft alone. Every placement decision considered how far the user could comfortably reach, where the gaze naturally rested, and how the workspace should be arranged to reduce strain during repeated tasks.

Asset pendingVR environment / spatial layout
Replace with the VR environment render or a large screenshot.
Asset pendingVR screenshot
Asset pendingPrototype view
Asset pendingEnvironment detail
06 — Design outcomes

What the Research Informed

Four concise outcomes that emerged from the research and design process.

Ergonomic Guidelines

Considerations for physical posture, reachability and movement during repeated maintenance tasks.

Interaction Recommendations

Guidance for designing VR interactions around human behaviour and task requirements.

Spatial Layout

Recommendations for organising the virtual maintenance workspace to support awareness and reduce strain.

Training Experience

A VR prototype exploring a safer and repeatable approach to pre-flight maintenance practice.

07 — Final prototype

Research in Practice

The VR prototype translated research considerations into an interactive training environment.

Asset pendingFinal prototype video — replace with footage (poster image supported)
Replace with the final prototype video and its poster frame.
Asset pendingFinal VR screenshot
Asset pendingEnvironment render
§ 08 — Reflection

What this project taught me

“This project showed me that designing for VR is not only about creating a convincing virtual environment. Physical movement, reachability, interaction distance and cognitive effort can fundamentally shape how usable the experience becomes. It strengthened my interest in designing experiences where research directly informs interaction and spatial decisions.”
09 — Full project

Explore the Full Research

View the complete research, documentation and project development on Behance.

View Full Project on Behance →