UI / UX Design

Training Smarter, Not Harder: Redesigning Onboarding for India’s Rail Engineers

Built a VR simulation using Meta Quest 2 that cut training time and made safety drills more real—without the risks

Year :

2025

Industry :

AR/VR

Client :

Indian Railways

Project Duration :

6 months

Featured Project Cover Image
Featured Project Cover Image
Featured Project Cover Image

Project Summary

Indian Railways wanted to replace costly, travel-heavy classroom sessions with an immersive VR program that lets new engineers practise safety procedures and equipment handling in a lifelike but risk-free setting. I served as VR Experience Designer for a six-month pilot, partnering with a small squad of VR developers and railway domain experts. The result is a Quest 2-based simulation that blends gaze-driven teleport navigation, optional hand-tracking controls, structured tutorials, and real-time feedback to prepare recruits for real locomotives.

Project Content Image - 1
Project Content Image - 1
Project Content Image - 1

The Challenge

  1. Cost & Scale – Training 1.5 lakh staff on physical simulators costs ₹350 cr and requires 47 decentralised centres.


  2. Safety – Live drills around rolling stock expose novices to hazards such as high-voltage OHE lines and moving bogies.


  3. Accessibility – Early user tests showed many trainees struggled with twin joysticks and long sessions triggered motion sickness.

Project Content Image - 2
Project Content Image - 2
Project Content Image - 2
Project Content Image - 3
Project Content Image - 3
Project Content Image - 3

My Role & Team

Responsibility

Contribution

UX Strategy

Defined learning goals, success metrics, and interaction model

Research Lead

Ran contextual inquiry inside training sheds and conducted 18 semi-structured interviews

Interaction Design

Prototyped locomotion, menu, and feedback systems in Unity

Usability Testing

Led three iterative play-tests with 28 participants


I collaborated daily with two Unity developers, one 3D artist, and two senior training officers from the Kurla Car Shed.

User Research & Needs

Methods: field observation in maintenance sheds, think-aloud VR prototypes, and task analyses.

Key Insights

  1. Low Controller Literacy – Only 22% of recruits had prior VR exposure; joystick “thumb drift” slowed task completion by 18 s on average.

  2. Critical Recall Moments – Trainees must memorise sequences (e.g., pantograph isolation) under time pressure. Static videos failed to build muscle memory.

  3. Motion Comfort – Continuous locomotion triggered nausea in >40% of novices; teleportation reduced adverse reports to 7%.

VR Design Approach

Locomotion & Navigation

  • Gaze-assisted teleportation with arc pointers keeps optical flow near zero to curb VR sickness.

  • Room-scale interaction inside engine compartments for tasks demanding fine manipulation (e.g., replacing brake pads).

Interaction Model

  • Hand-Tracking 2.2 on Quest 2 enables natural pinches and grabs for users who find controllers intimidating.

  • Context-sensitive affordances: interactive parts glow on proximity to reduce cognitive load.

Onboarding & Comfort

  1. Five-minute guided tutorial introduces safety bubble boundaries, teleport mechanics, and comfort menu.

  2. Dynamic vision modulator narrows peripheral FOV during rapid movement to mitigate motion sickness. 

  3. Accessibility toggles for seated mode, high-contrast UI, and language localisation (HI, EN).

Learning Progression

  1. Observe – Cinematic 360° briefing.

  2. Practise – Step-by-step scaffold with ghost-hand guidance.

  3. Assess – Timed scenario without hints; scoring on accuracy, safety, and time.

Feedback Systems

  • Spatial audio cues for hazard warnings.

  • HUD badge meter tracking errors and remaining steps.

  • Post-scenario heat-map replay pinpointing missteps for instructor debriefs.




Project Content Image - 4
Project Content Image - 4
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Project Content Image - 5
Project Content Image - 5

Key Interactions & System Behaviour


Scenario

Core Interaction

UX Consideration

Outcome

Bogie Inspection

Kneel, pinch to rotate wheel set

Hand-tracking + teleport pivot

93% task success

Pantograph Isolation

Voice command “lock PT” + lever pull

Multimodal (voice + hand)

22% faster than controller-only

Emergency Brake Drill

Time-critical teleport to cab, pull master brake

Blink-based vignette during sprint to curb sickness

Zero nausea reports


Results & Feedback


Metric (n = 42 trainees)

Traditional Class

VR Pilot

Δ

Time to competency

9 hrs

5.8 hrs

–35%

Assessment pass rate

78%

94%

+16 pp

Reported engagement (1-5)

3.1

4.6

+48%

Motion-sickness incidents

N/A

7%

within comfort threshold

Supervisors cited 30% fewer minor errors during live practise runs one month later, attributing gains to “muscle-memory realism.”


What I Learned

  1. Design for Controller Diversity – Hand tracking plus voice reduces reliance on joysticks and boosts inclusivity for first-time VR users.

  2. Progressive Disclosure Beats Full Fidelity – Layering information avoids overwhelming novices yet keeps technicians satisfied.

  3. Motion Comfort Is Non-Negotiable – Teleportation and adaptive FOV together nearly eliminated sickness complaints in a population previously flagged as sensitive.

  4. Stakeholder Co-creation Accelerates Adoption – Early demos to training officers secured buy-in and surfaced domain-specific terminology that improved UI labels.



More Projects

UI / UX Design

Training Smarter, Not Harder: Redesigning Onboarding for India’s Rail Engineers

Built a VR simulation using Meta Quest 2 that cut training time and made safety drills more real—without the risks

Year :

2025

Industry :

AR/VR

Client :

Indian Railways

Project Duration :

6 months

Featured Project Cover Image
Featured Project Cover Image
Featured Project Cover Image

Project Summary

Indian Railways wanted to replace costly, travel-heavy classroom sessions with an immersive VR program that lets new engineers practise safety procedures and equipment handling in a lifelike but risk-free setting. I served as VR Experience Designer for a six-month pilot, partnering with a small squad of VR developers and railway domain experts. The result is a Quest 2-based simulation that blends gaze-driven teleport navigation, optional hand-tracking controls, structured tutorials, and real-time feedback to prepare recruits for real locomotives.

Project Content Image - 1
Project Content Image - 1
Project Content Image - 1

The Challenge

  1. Cost & Scale – Training 1.5 lakh staff on physical simulators costs ₹350 cr and requires 47 decentralised centres.


  2. Safety – Live drills around rolling stock expose novices to hazards such as high-voltage OHE lines and moving bogies.


  3. Accessibility – Early user tests showed many trainees struggled with twin joysticks and long sessions triggered motion sickness.

Project Content Image - 2
Project Content Image - 2
Project Content Image - 2
Project Content Image - 3
Project Content Image - 3
Project Content Image - 3

My Role & Team

Responsibility

Contribution

UX Strategy

Defined learning goals, success metrics, and interaction model

Research Lead

Ran contextual inquiry inside training sheds and conducted 18 semi-structured interviews

Interaction Design

Prototyped locomotion, menu, and feedback systems in Unity

Usability Testing

Led three iterative play-tests with 28 participants


I collaborated daily with two Unity developers, one 3D artist, and two senior training officers from the Kurla Car Shed.

User Research & Needs

Methods: field observation in maintenance sheds, think-aloud VR prototypes, and task analyses.

Key Insights

  1. Low Controller Literacy – Only 22% of recruits had prior VR exposure; joystick “thumb drift” slowed task completion by 18 s on average.

  2. Critical Recall Moments – Trainees must memorise sequences (e.g., pantograph isolation) under time pressure. Static videos failed to build muscle memory.

  3. Motion Comfort – Continuous locomotion triggered nausea in >40% of novices; teleportation reduced adverse reports to 7%.

VR Design Approach

Locomotion & Navigation

  • Gaze-assisted teleportation with arc pointers keeps optical flow near zero to curb VR sickness.

  • Room-scale interaction inside engine compartments for tasks demanding fine manipulation (e.g., replacing brake pads).

Interaction Model

  • Hand-Tracking 2.2 on Quest 2 enables natural pinches and grabs for users who find controllers intimidating.

  • Context-sensitive affordances: interactive parts glow on proximity to reduce cognitive load.

Onboarding & Comfort

  1. Five-minute guided tutorial introduces safety bubble boundaries, teleport mechanics, and comfort menu.

  2. Dynamic vision modulator narrows peripheral FOV during rapid movement to mitigate motion sickness. 

  3. Accessibility toggles for seated mode, high-contrast UI, and language localisation (HI, EN).

Learning Progression

  1. Observe – Cinematic 360° briefing.

  2. Practise – Step-by-step scaffold with ghost-hand guidance.

  3. Assess – Timed scenario without hints; scoring on accuracy, safety, and time.

Feedback Systems

  • Spatial audio cues for hazard warnings.

  • HUD badge meter tracking errors and remaining steps.

  • Post-scenario heat-map replay pinpointing missteps for instructor debriefs.




Project Content Image - 4
Project Content Image - 4
Project Content Image - 4
Project Content Image - 5
Project Content Image - 5
Project Content Image - 5

Key Interactions & System Behaviour


Scenario

Core Interaction

UX Consideration

Outcome

Bogie Inspection

Kneel, pinch to rotate wheel set

Hand-tracking + teleport pivot

93% task success

Pantograph Isolation

Voice command “lock PT” + lever pull

Multimodal (voice + hand)

22% faster than controller-only

Emergency Brake Drill

Time-critical teleport to cab, pull master brake

Blink-based vignette during sprint to curb sickness

Zero nausea reports


Results & Feedback


Metric (n = 42 trainees)

Traditional Class

VR Pilot

Δ

Time to competency

9 hrs

5.8 hrs

–35%

Assessment pass rate

78%

94%

+16 pp

Reported engagement (1-5)

3.1

4.6

+48%

Motion-sickness incidents

N/A

7%

within comfort threshold

Supervisors cited 30% fewer minor errors during live practise runs one month later, attributing gains to “muscle-memory realism.”


What I Learned

  1. Design for Controller Diversity – Hand tracking plus voice reduces reliance on joysticks and boosts inclusivity for first-time VR users.

  2. Progressive Disclosure Beats Full Fidelity – Layering information avoids overwhelming novices yet keeps technicians satisfied.

  3. Motion Comfort Is Non-Negotiable – Teleportation and adaptive FOV together nearly eliminated sickness complaints in a population previously flagged as sensitive.

  4. Stakeholder Co-creation Accelerates Adoption – Early demos to training officers secured buy-in and surfaced domain-specific terminology that improved UI labels.



More Projects

UI / UX Design

Training Smarter, Not Harder: Redesigning Onboarding for India’s Rail Engineers

Built a VR simulation using Meta Quest 2 that cut training time and made safety drills more real—without the risks

Year :

2025

Industry :

AR/VR

Client :

Indian Railways

Project Duration :

6 months

Featured Project Cover Image
Featured Project Cover Image
Featured Project Cover Image

Project Summary

Indian Railways wanted to replace costly, travel-heavy classroom sessions with an immersive VR program that lets new engineers practise safety procedures and equipment handling in a lifelike but risk-free setting. I served as VR Experience Designer for a six-month pilot, partnering with a small squad of VR developers and railway domain experts. The result is a Quest 2-based simulation that blends gaze-driven teleport navigation, optional hand-tracking controls, structured tutorials, and real-time feedback to prepare recruits for real locomotives.

Project Content Image - 1
Project Content Image - 1
Project Content Image - 1

The Challenge

  1. Cost & Scale – Training 1.5 lakh staff on physical simulators costs ₹350 cr and requires 47 decentralised centres.


  2. Safety – Live drills around rolling stock expose novices to hazards such as high-voltage OHE lines and moving bogies.


  3. Accessibility – Early user tests showed many trainees struggled with twin joysticks and long sessions triggered motion sickness.

Project Content Image - 2
Project Content Image - 2
Project Content Image - 2
Project Content Image - 3
Project Content Image - 3
Project Content Image - 3

My Role & Team

Responsibility

Contribution

UX Strategy

Defined learning goals, success metrics, and interaction model

Research Lead

Ran contextual inquiry inside training sheds and conducted 18 semi-structured interviews

Interaction Design

Prototyped locomotion, menu, and feedback systems in Unity

Usability Testing

Led three iterative play-tests with 28 participants


I collaborated daily with two Unity developers, one 3D artist, and two senior training officers from the Kurla Car Shed.

User Research & Needs

Methods: field observation in maintenance sheds, think-aloud VR prototypes, and task analyses.

Key Insights

  1. Low Controller Literacy – Only 22% of recruits had prior VR exposure; joystick “thumb drift” slowed task completion by 18 s on average.

  2. Critical Recall Moments – Trainees must memorise sequences (e.g., pantograph isolation) under time pressure. Static videos failed to build muscle memory.

  3. Motion Comfort – Continuous locomotion triggered nausea in >40% of novices; teleportation reduced adverse reports to 7%.

VR Design Approach

Locomotion & Navigation

  • Gaze-assisted teleportation with arc pointers keeps optical flow near zero to curb VR sickness.

  • Room-scale interaction inside engine compartments for tasks demanding fine manipulation (e.g., replacing brake pads).

Interaction Model

  • Hand-Tracking 2.2 on Quest 2 enables natural pinches and grabs for users who find controllers intimidating.

  • Context-sensitive affordances: interactive parts glow on proximity to reduce cognitive load.

Onboarding & Comfort

  1. Five-minute guided tutorial introduces safety bubble boundaries, teleport mechanics, and comfort menu.

  2. Dynamic vision modulator narrows peripheral FOV during rapid movement to mitigate motion sickness. 

  3. Accessibility toggles for seated mode, high-contrast UI, and language localisation (HI, EN).

Learning Progression

  1. Observe – Cinematic 360° briefing.

  2. Practise – Step-by-step scaffold with ghost-hand guidance.

  3. Assess – Timed scenario without hints; scoring on accuracy, safety, and time.

Feedback Systems

  • Spatial audio cues for hazard warnings.

  • HUD badge meter tracking errors and remaining steps.

  • Post-scenario heat-map replay pinpointing missteps for instructor debriefs.




Project Content Image - 4
Project Content Image - 4
Project Content Image - 4
Project Content Image - 5
Project Content Image - 5
Project Content Image - 5

Key Interactions & System Behaviour


Scenario

Core Interaction

UX Consideration

Outcome

Bogie Inspection

Kneel, pinch to rotate wheel set

Hand-tracking + teleport pivot

93% task success

Pantograph Isolation

Voice command “lock PT” + lever pull

Multimodal (voice + hand)

22% faster than controller-only

Emergency Brake Drill

Time-critical teleport to cab, pull master brake

Blink-based vignette during sprint to curb sickness

Zero nausea reports


Results & Feedback


Metric (n = 42 trainees)

Traditional Class

VR Pilot

Δ

Time to competency

9 hrs

5.8 hrs

–35%

Assessment pass rate

78%

94%

+16 pp

Reported engagement (1-5)

3.1

4.6

+48%

Motion-sickness incidents

N/A

7%

within comfort threshold

Supervisors cited 30% fewer minor errors during live practise runs one month later, attributing gains to “muscle-memory realism.”


What I Learned

  1. Design for Controller Diversity – Hand tracking plus voice reduces reliance on joysticks and boosts inclusivity for first-time VR users.

  2. Progressive Disclosure Beats Full Fidelity – Layering information avoids overwhelming novices yet keeps technicians satisfied.

  3. Motion Comfort Is Non-Negotiable – Teleportation and adaptive FOV together nearly eliminated sickness complaints in a population previously flagged as sensitive.

  4. Stakeholder Co-creation Accelerates Adoption – Early demos to training officers secured buy-in and surfaced domain-specific terminology that improved UI labels.



More Projects