TAMK collaborated with four different
companies to bring a special opportunity for the students to work with
VR using the sprint method. The idea was to see whether this kind of
setting could be used in an university environment and provide students
with unique experience with working in a multitalented team and with
virtual reality. I was one of the students participating in the sprint
week and here is my story of how the week unfolded.
The first day was kicked off with a
common meeting in the second floor lobby where we went through the
agenda for the whole week before going our separate ways in our groups
to meet our customers. In the group in most cases, there were some
coders, graphic artists and audio designers as well as UX experts and
project managers. The teams consisted of four members and the tutor
teacher. The customers were Intopalo, Kalmar, Leadin, and Leonidas who
all wanted different kind of virtual reality content. The customers
introduced themselves to us and explained the tasks that they were
handing out.
Briefly explaining what kind of
challenges the teams received. Leadin wanted a crime scene investigating
VR experience that could be used for teaching purposes. Kalmar asked
for a crane operating VR set up and requested the use of LEAP technology
that recognizes the hands of the user and brings the real world to
virtual reality . As for Leonidas the group’s task was to test the new
FOVE equipment and create a game to see how the eye tracking feature
works. Intopalo requested user experience research on attracting the VR
user’s attention while utilizing the whole 360-degree environment. Each
team was supposed to produce a working prototype that was to be tested
on the last day of the sprint.
Next day we continued to iterate the
ideas and finally had an online meeting with the customer in order to
receive feedback and get the okay to start working on the prototype.
Before the meeting, we went through the benchmarking and based on our
findings continued to sketch the prototype. After having lunch we
proceeded to do storyboards to illustrate our solutions which we later
presented to other teams to receive feedback on them.
When we had found our focus point and
agreed on it with the customer, it was time to start prototyping. Each
team got their own spaces equipped with the necessary programs and
virtual reality headsets to test the prototype while working on it in
order to find and eliminate the problems that arose as quickly and
efficiently as possible. The prototyping lasted for two days and some
groups stayed overtime to work on them. The teams divided the tasks for
the prototypes according to the skills of the individuals; some did the
graphics while other worked on the code. There was also audio design and
user experience design required for most of the projects.
After
each day we gathered once more to go through what we had accomplished
and to ask for feedback. Luckily, we had a large quantity of different
experts at our disposal when we ran into some problems. As our teachers
at TAMK and some of our customers worked side by side with us we got
useful tips and information from them as they guided us when necessary.
Pictures by Leena Mäkelä
Text by Tiia Rintakoski