Bipassana Shrestha

Product Designer

Bipassana Shrestha

Product Designer

AHA Hands-Only CPR

AHA Hands-Only CPR

AHA Hands-Only CPR

Virtual Reality Experience

Virtual Reality Experience

Virtual Reality Experience

Teaching lifesaving skills through immersive virtual reality

2

Awards

Awards

10K+

Learners reached

Learners reached

30%

↑ Learner confidence

↑ Learner confidence

25%

↑ CPR accuracy

↑ CPR accuracy

Overview

Following the pandemic, the American Heart Association explored new ways to deliver CPR and AED education that is engaging, inclusive, and measurable. Their goal was to increase access to lifesaving skills while improving confidence and performance through hands-on learning.

My role

UI/UX Designer / Art Director

UI/UX Designer / Art Director

Project type

Interactive VR training

Personality

Reliable, innovative, engaging

Creative Director

Armando Loredo

Lead Developer

Chris Crowell

Available on the Meta App Labs Store

What i did

  • Conducted user interviews and competitive analysis to inform product direction

  • Collaborated with the Creative Director to define user stories, UX strategy and feature set

  • Built user personas to represent key motivation styles and behaviors

  • Designed core user flows, wireframes, and interaction patterns

  • Built a scalable design system and designed UI across the experience

  • Partnered with 3D artists and developers to unify UI and 3D interactions

  • Led art direction for 3D assets and animations to ensure brand consistency and support storytelling

  • Conducted usability testing to validate clarity and usability

  • Conducted user interviews and competitive analysis to inform product direction

  • Collaborated with the Creative Director to define user stories, UX strategy and feature set

  • Built user personas to represent key motivation styles and behaviors

  • Designed core user flows, wireframes, and interaction patterns

  • Built a scalable design system and designed UI across the experience

  • Partnered with 3D artists and developers to unify UI and 3D interactions

  • Led art direction for 3D assets and animations to ensure brand consistency and support storytelling

  • Conducted usability testing to validate clarity and usability

Problem

Traditional CPR and AED training is primarily in-person, time-consuming, and lacks measurable performance feedback. After COVID-19, access declined further, leaving limited flexible, data-driven, or realistic learning options.

Objective

Increase the number of people who feel confident and prepared to perform CPR and use an AED in real emergencies by improving access to effective and engaging training.

Success criteria

  • Improve learner confidence in performing CPR

  • Increase CPR accuracy through real-time feedback

  • Enable users to complete CPR and AED steps without guidance

Target audience
  • Primary Users: Teens and adults learning CPR for the first time

  • Secondary Users: Instructors and educators seeking consistent and measurable outcomes

  1. Empathize

Understanding User Needs

Research methodologies
  • Learned CPR and AED procedures hands-on with AHA instructors to understand correct technique and training standards

  • Conducted a landscape analysis of existing CPR training and VR learning solutions to identify gaps in feedback, realism, and accessibility

  • Conducted in-person interviews with 2 first-time learners and 2 CPR instructors to understand both learning and teaching challenges

Landscape Analysis

While there were no direct competitors offering a fully immersive CPR training experience combining real-time feedback, guided instruction, and performance scoring, we reviewed existing solutions to understand how similar problems were being addressed.

What We Reviewed

  • Traditional CPR Training Programs — instructor-led sessions focused on physical practice but lacking scalable feedback and accessibility

  • VR Training Simulations — immersive learning experiences with strong realism but limited performance tracking and standardized assessment

  • Online Learning Platforms (e.g., video-based CPR tutorials) — accessible and scalable, but lacking hands-on interaction and real-time feedback

This analysis highlighted a gap between accessibility, realism, and measurable performance, which informed our focus on combining all three within a single VR experience.

User interview

To guide our interviews, we focused on understanding both learner and instructor perspectives:

  • Understand how learners retain CPR steps under pressure

  • Identify what feedback is needed to perform CPR correctly

  • Uncover what causes hesitation in taking action

  • Learn how instructors currently teach and evaluate CPR skills

  • Identify gaps in measuring performance accuracy

  • Understand how training can be made more engaging and accessible

  • Explore challenges in scaling CPR education beyond in-person sessions

User stories

From our interviews, we mapped what both learners and instructors need to feel confident and effective:

  • As a learner, I want training that feels realistic, so I can remember what to do in emergencies

  • As a learner, I want real-time feedback, so I can fix mistakes while performing CPR

  • As a learner, I want simple and intuitive controls, so I can focus on learning, not navigating VR

  • As a learner, I want clear performance results, so I know how well I did

  • As a learner, I want guided AED practice, so I feel confident using one in a real emergency

  • As an instructor, I want measurable performance data, so I can assess if learners are performing CPR correctly

  • As an instructor, I want consistent training outcomes, so all learners meet the same standard

  • As an instructor, I want scalable training tools, so I can teach more students beyond physical limitations

  • As an instructor, I want engaging learning methods, so students stay focused and retain information

  1. Define

Aligning Insights for Direction

Key insights from research

After synthesizing findings from landscape analysis, hands-on training with AHA instructors, and user interviews, we identified key insights that informed our design direction.

  • Learners rely on real-time feedback to adjust compression depth and rhythm correctly

  • Progress visibility motivates continued practice

  • Simple interactions reduce cognitive load and keep focus on learning

  • Inclusive representation increases comfort and trust

  • Bilingual support removes barriers to understanding

  • Real-world simulation improves recall during emergencies

  • Guided AED training reduces hesitation in real-world situations

  • Instructors need measurable performance data to accurately assess CPR technique

  • Instructors struggle to consistently evaluate compression depth and rhythm in traditional training

  • Scalable, repeatable training solutions are critical to reaching more learners

Personas

To validate these insights and ground them in real user behaviors, we developed personas representing our primary and secondary user groups.

  1. Ideate

Planning the Right Solution

Checking project goals

These insights informed how we aligned user needs with AHA’s business goals to define clear project goals.

UX strategy

Based on these insights, we focused on improving performance accuracy and user confidence, the two biggest barriers to taking action.

  • Use hand tracking to reinforce correct compression technique

  • Provide real-time feedback on depth, rhythm, and positioning

  • Include diverse manikins to support inclusive learning

  • Use real-world simulation to improve recall under pressure

  • Design simple interactions to reduce friction

  • Add performance scoring to motivate improvement

  • Provide Spanish language support and captions

  • Include guided AED practice for full emergency readiness

Translating needs into features

With the UX strategy defined, we translated key user and instructor needs into core features.

Feature

Feature

Feature

How It Helps

How It Helps

How It Helps

Derived From

Derived From

Derived From

Hand Tracking

Hand Tracking

Feels like performing real CPR compressions

Feels like performing real CPR compressions

Need for realistic, hands-on training

Floating CPR Gauge

Floating CPR Gauge

Shows depth and rhythm in real time for immediate correction

Shows depth and rhythm in real time for immediate correction

Need for real-time feedback

Need for real-time feedback

Music Selection (100–120 BPM)

Music Selection (100–120 BPM)

Helps users stay on pace with the correct compression rate

Helps users stay on pace with the correct compression rate

Need for rhythm consistency

Need for rhythm consistency

Practice Mode with Scoring

Practice Mode with Scoring

Tests CPR + AED skills with measurable results and supports instructor evaluation

Tests CPR + AED skills with measurable results and supports instructor evaluation

Instructor need for measurable performance

Instructor need for measurable performance

Diverse Manikins

Diverse Manikins

Learners feel represented and comfortable

Learners feel represented and comfortable

Need for inclusive training

Need for inclusive training

Scenario Environments

Scenario Environments

Trains users in familiar, realistic locations

Trains users in familiar, realistic locations

Need for real-world simulation

Need for real-world simulation

Spanish Toggle + Captions

Spanish Toggle + Captions

Ensures clear understanding across language needs

Ensures clear understanding across language needs

Need for accessibility

Need for accessibility

AED Training

AED Training

Guides learners in device usage and checklist steps

Guides learners in device usage and checklist steps

Need for guided emergency training

Need for guided emergency training

  1. Design

Visualizing the Experience

UX flow

Once we aligned on strategy, I moved into designing how the experience should flow and feel in VR. The interface was intentionally kept minimal to reduce cognitive load and keep focus on the learner’s hands and actions.

The experience was designed around two clear learning paths that support both skill building and skill assessment:

  • Learn Mode: Step-by-step CPR and AED training using a manikin with guided instructions.

  • Practice Mode: Realistic scenario where users are tested through performance checkpoints and scoring. 

Low-fidelity wireframe

With the flow established, I built out low-fidelity wireframes to bring the experience into a VR context. These screens focused on layout, hierarchy, and functional interaction points to ensure the learning journey was intuitive from the start.

Design system

AHA did not have a VR-ready design system, so I built one from scratch by modernizing their existing brand elements for immersive use. The system features high-contrast colors, legible typography, and modular components for clear readability in VR. It is flexible and scalable, supporting future updates while maintaining a consistent AHA visual identity.

Aa

Aa

Lub Dub

ABCDEFGHIJKLMNOPQRSTUVWXYZ

ABCDEFGHIJKLMNOPQRSTUVWXYZ

abcdefghijklmnopqrstuvwxyz

abcdefghijklmnopqrstuvwxyz

AHA Red

#C10E21

Deep Red

#990000

White

#FFFFFF

Gray

#636466

Black

#000000

Final design

01. Hub

To simplify onboarding and reduce friction, the Hub serves as the central control space for the experience. Users can switch languages, toggle captions, and choose between Learn and Practice modes. Learn Mode provides guided CPR and AED training, while Practice Mode allows users to apply their skills and receive performance-based scoring.

02. Manikin selection

To support inclusivity and representation, users can select from a range of CPR manikins with different skin tones. This ensures learners feel reflected in the training experience and aligns with AHA’s goal of making CPR education more inclusive.

03. Location options

To improve real-world recall, users can choose from familiar environments such as a gym, library, or courtyard. Practicing in varied, realistic settings helps learners better retain steps and apply them in actual emergencies.

04. Music selection

To maintain proper CPR rhythm, users can select music tracks that match the recommended compression rate of 100–120 BPM. This helps guide consistent pacing while enhancing engagement within the immersive environment.

05. CPR & AED instructions

To guide first-time learners, the experience provides step-by-step instructions for performing Hands-Only CPR and using an AED. This structured approach ensures users understand each step before moving into practice.

06. Hands-Only CPR practice

To reinforce muscle memory and improve accuracy, users practice CPR using hand tracking for proper placement and technique. A floating gauge provides real-time feedback on compression depth and rhythm, enabling immediate correction.

07. Performance evaluation

To support both learner improvement and instructor evaluation, the system includes a scoring framework that assesses safety, response actions, and CPR performance. Users receive a detailed breakdown at the end, helping them understand areas for improvement while enabling standardized assessment. This also enables instructors to consistently evaluate learner performance.

  1. Test & Iterate

Refining Through Feedback

Usability testing

To validate our design decisions, we conducted usability testing using a rough but functional VR build.

Testing approach

We tested the experience with four participants:

  • 2 learners (first-time CPR trainees)

  • 2 educators/trainers (experienced in CPR instruction)

To capture both guided and real-world usage:

  • 1 learner and 1 educator tested in-person at the studio

  • 1 learner and 1 educator tested remotely using their own headset at home

This approach allowed us to observe:

  • Whether users performed actions as intended in a controlled environment

  • How users interacted with the experience independently in a real-world setting

Testing objectives

We aimed to evaluate:

  • How intuitive the hand-tracking interactions were

  • Whether users understood what actions to take and when

  • If feedback systems clearly communicated CPR performance accuracy

  • How confident users felt performing CPR after the experience

  • Whether users could complete the experience without guidance

Finding #1
Interaction friction slowed users down

Users struggled to accurately interact with the UI using pinch + point gestures, especially when elements were placed farther away. This created hesitation and slowed down task completion.

Design iteration

Moved interactive elements into a close-range dock and replaced pinch gestures with direct tap interactions

Iteration impact

  • Faster and more intuitive interactions

  • Reduced cognitive load

  • Improved usability for first-time VR users

Finding #2
Feedback lacked clarity for performance improvement

In the initial flow, pulsing red waves appeared over the person’s chest during compressions, changing intensity based on how hard or soft the user pushed, accompanied by voice prompts for guidance. However, user testing showed that this system alone did not provide enough data to accurately guide users on their CPR performance.

Design iteration

Introduced a UI meter gauge positioned above the user’s hands to display real-time BPM (beats per minute) and compression depth, providing clear and measurable performance indicators.

Iteration impact

  • Clear, measurable performance feedback

  • Enabled immediate correction

  • Increased confidence and accuracy

Impact

Available on the Meta App Lab Store, expanding CPR training beyond in-person sessions

Surpassed the initial goal of 8,000 learners, reaching 10K+ users

Internal evaluation showed a 30% increase in learner confidence and readiness, driven by real-time feedback and guided practice

Internal evaluation indicated a 25% improvement in CPR compression accuracy through real-time performance feedback

These results validate that combining immersive learning with real-time feedback leads to measurable improvements in performance and confidence. By reaching more learners outside traditional settings, the experience directly supports AHA’s mission to increase lifesaving readiness.

Learnings

Designing for VR reinforced the importance of testing directly in the medium. While designs may feel polished on a 2D screen, interactions behave differently in 3D space. Frequent in-headset testing was critical to validating scale, placement, and usability, ensuring the experience felt intuitive and immersive.

Awards
WINNER BEST VR

AWE USA Auggie Awards

Category: Healthcare and Wellness Solutions

EXCELLENCE

Communicator Award

Category: General-Immersive Brand Experience

Gold

Summit Creative Award

Category: Engagement / Experiential / VR

Silver

ADDY Awards – AAF Dallas

Category: Virtual Reality

My role

UI/UX Designer / Art Director

UI/UX Designer / Art Director

Project type

Interactive VR training

Personality

Reliable, innovative, engaging

Creative Director

Armando Loredo

Lead Developer

Chris Crowell

Available on the Meta App Labs Store

What i did

  • Conducted user interviews and competitive analysis to inform product direction

  • Collaborated with the Creative Director to define user stories, UX strategy and feature set

  • Built user personas to represent key motivation styles and behaviors

  • Designed core user flows, wireframes, and interaction patterns

  • Built a scalable design system and designed UI across the experience

  • Partnered with 3D artists and developers to unify UI and 3D interactions

  • Led art direction for 3D assets and animations to ensure brand consistency and support storytelling

  • Conducted usability testing to validate clarity and usability

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