The media hype behind extended reality (XR) technology promised it would revolutionize how we learn, play, and socialize. While there have been great strides to get mass adoption of this technology, it still has yet to reach market projections. This was one of the key messages I heard at AWE USA 2024, one of the largest spatial computing events in the world. Speaker after speaker kept talking about advancements in XR technology, new features, and software to make it easier for developers to create content. While all this is great, one thing that seemed to be an afterthought was: "What is the need they are trying to fill?" Before I go further, I am all for XR tech innovation, especially to improve training and human performance. However, I am also one of its biggest critics. Showing real value gained through appropriate technology applications is important to me. Finding a complementary match between tech and training needs requires a clear understanding of the use cases in which the tech will be applied. Over the past decade, my work has ensured that the right users get the right technology at the right time. Why are use cases important for XR adoption within the training domain? It all comes down to "knowing thy user." Use cases describe how a product, tool, or service will be used in real-world applications. They help set clear requirements that should guide technology development. They help identify all the steps a user will go through to achieve a goal, revealing opportunities for appropriate tech integration. They also help tech developers realize their initial ideas may not suit users. Therefore, they can provide the basis for pivoting to more effective solutions early in the design process, ultimately saving time, money, and resources during development. To generate use cases that accurately represent the expected user, work has to be done to discover key information. This includes:
Unfortunately, this part of user discovery is often skipped, but it is crucial to building effective, useful training tools. The "if you build it, they will come" attitude has proven unsuccessful in driving mass XR adoption for training. Why? The novelty of the technology soon wears off, and users are left wondering if they are truly benefiting from its use. As a technology developer, do you want your product to make changes in people's lives or collect dust on a shelf? Assuming it's the former, then take the time to develop clear use cases.
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