903 Practical Considerations When Planning for Virtual and Augmented Reality
8:30 AM - 9:30 AM Thursday, March 29
Management and Strategy
AR and VR present unique challenges in the eLearning space, and because these technologies are so new, many people (both instructors and learners) do not have extensive experience with them. From spatial planning to emotional needs, there is a wide range of factors to consider.
This session will cover what makes AR and VR unique from laptop-based eLearning, and what you’ll need as you plan out your first AR and VR trials. You’ll explore topics including which learning needs are well suited to both AR and VR; understanding how people emotionally perceive virtual worlds and environments; considerations for planning your AR and VR spaces; and how to guide people new to these technologies through them effectively, with live demonstrations during the session.
In this session, you will learn:
- Where AR and VR shine in learning contexts
- How to effectively teach someone new to AR and VR how to use them
- How to think “learner-first” in your planning and execution
- What to consider when planning your first AR and VR trials
Novice designers, developers, and managers.
Technology discussed in this session:
Microsoft HoloLens (for AR) and HTC Vive (for VR).
Digital Learning Innovation Manager
McKinsey & Company
Duncan Larkin is the head of the digital learning innovation team at McKinsey & Company. He is a passionate advocate for simple, elegant, and transformative solutions that push the boundaries of innovation and put the learner first. Duncan is a graduate of the US Military Academy at West Point and the author of two books.
Senior Learning Solutions Expert
McKinsey & Company
John Sangimino is a senior learning solutions expert with McKinsey’s Learning Design and Development Center of Excellence. He has more than 20 years of experience designing and developing immersive learning solutions for clients, including responsive model-based simulations. John works with McKinsey practices to develop learning strategies and implement learning solutions, including virtual and augmented reality.