
Motion Lab: Learning Experience Design
Motion Lab: Learning Experience Design
Motion Lab: Learning Experience Design
01
RESPONSIBILITIES
UX RESEARCH
UX RESEARCH
UX DESIGN
UX DESIGN
UI DESIGN
UX DESIGN
UX DESIGN
DELIVERABLES
Unity Application
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OVERVIEW
Making hands-on, biology lab experiment more affordable and accessible
Making hands-on, biology lab experiment more affordable and accessible
Making hands-on, biology lab experiment more affordable and accessible
Hands-on, lab-based science experiments are critical in STEM education but are often expensive and inaccessible, particularly for students with learning disabilities (LDs).
Motion Lab aims to create an interactive virtual simulation of a biology lab experiment that is relatively cheaper, with a focus on an accessible experience for students with LDs.
Our final product is a Unity application that users can interact with through the Leap Motion sensor, covering the main concepts of the micropipette experiment.
Hands-on, lab-based science experiments are critical in STEM education but are often expensive and inaccessible, particularly for students with learning disabilities (LDs).
Motion Lab aims to create an interactive virtual simulation of a biology lab experiment that is relatively cheaper, with a focus on an accessible experience for students with LDs.
Our final product is a Unity application that users can interact with through the Leap Motion sensor, covering the main concepts of the micropipette experiment.
Hands-on, lab-based science experiments are critical in STEM education but are often expensive and inaccessible, particularly for students with learning disabilities (LDs).
Motion Lab aims to create an interactive virtual simulation of a biology lab experiment that is relatively cheaper, with a focus on an accessible experience for students with LDs.
Our final product is a Unity application that users can interact with through the Leap Motion sensor, covering the main concepts of the micropipette experiment.
demo video
BACKGROUND
In need of a virtual solution to reach more students
In need of a virtual solution to reach more students
In need of a virtual solution to reach more students
Our client, PittBio Outreach, has developed Pitt-Kits, which include essential equipment and video instructions to help K-12 students perform lab experiments. However, due to the limited availability of these kits and safety concerns associated with certain experiments, PittBio is seeking to expand their reach by offering virtual learning solutions.
Our client, PittBio Outreach, has developed Pitt-Kits, which include essential equipment and video instructions to help K-12 students perform lab experiments. However, due to the limited availability of these kits and safety concerns associated with certain experiments, PittBio is seeking to expand their reach by offering virtual learning solutions.
Our client, PittBio Outreach, has developed Pitt-Kits, which include essential equipment and video instructions to help K-12 students perform lab experiments. However, due to the limited availability of these kits and safety concerns associated with certain experiments, PittBio is seeking to expand their reach by offering virtual learning solutions.



Pitt-Kits | In-classroom support
Pitt-Kits | In-classroom support
Pitt-Kits | In-classroom support



Micropipetting Protocol Video | Supplementary Guide
Micropipetting Protocol Video | Supplementary Guide
Micropipetting Protocol Video | Supplementary Guide
Simultaneously, the Learning Disabilities Association of Pennsylvania (LDA of PA) recognizes the unique challenges students with LDs face in traditional laboratory settings. They see this initiative as an opportunity to enhance educational access for these students through highlighting the accessibility of the new virtual learning solution.
Simultaneously, the Learning Disabilities Association of Pennsylvania (LDA of PA) recognizes the unique challenges students with LDs face in traditional laboratory settings. They see this initiative as an opportunity to enhance educational access for these students through highlighting the accessibility of the new virtual learning solution.
Simultaneously, the Learning Disabilities Association of Pennsylvania (LDA of PA) recognizes the unique challenges students with LDs face in traditional laboratory settings. They see this initiative as an opportunity to enhance educational access for these students through highlighting the accessibility of the new virtual learning solution.

THE GOAL
Building a prove of concept for scalable system
Starting with Micropipette: essential, expensive, and challenging to learn digitally.
Why start with micropipette?



SUCCESS METRIC
Measuring success through:
Accessibility
Affordability
Gesture transferability.
Measuring success through:
Accessibility
Affordability
Gesture transferability.
Measuring success through:
Accessibility
Affordability
Gesture transferability.
From Overwhelming to Accessible
Better understand what students need through research
Better understand what students need through research
Better understand what students need through research
Traditional lab-based experiments can feel overwhelming due to fragmented instructions, constant attention-switching, and inaccessible teaching methods.
Traditional lab-based experiments can feel overwhelming due to fragmented instructions, constant attention-switching, and inaccessible teaching methods.
Traditional lab-based experiments can feel overwhelming due to fragmented instructions, constant attention-switching, and inaccessible teaching methods.
Academic Research
Effective learning methods for students with learning disabilities.
Expert Interview
The problem with traditional learning method for lab experiment.
Contextual Inquiry
First-hand observation of student's experience with lab experiments.



Different students find different modes of instruction useful, and the preferred mode may be dependent on experience

???
Following the experiment video required students to switch attention back and forth between multiple areas during steps.

Most errors occurred from forgetting steps or improper use of the equipment.

Immediate feedback is crucial to error reduction and learning.
Academic Research
Effective learning methods for students with learning disabilities.
Expert Interview
The problem with traditional learning method for lab experiment.
Contextual Inquiry
First-hand observation of student's experience with lab experiments.



Different students find different modes of instruction useful, and the preferred mode may be dependent on experience

???
Following the experiment video required students to switch attention back and forth between multiple areas during steps.

Most errors occurred from forgetting steps or improper use of the equipment.

Immediate feedback is crucial to error reduction and learning.
Academic Research
Effective learning methods for students with learning disabilities.
Expert Interview
The problem with traditional learning method for lab experiment.
Contextual Inquiry
First-hand observation of student's experience with lab experiments.



Different students find different modes of instruction useful, and the preferred mode may be dependent on experience

???
Following the experiment video required students to switch attention back and forth between multiple areas during steps.

Most errors occurred from forgetting steps or improper use of the equipment.

Immediate feedback is crucial to error reduction and learning.
Based on these research insights, we proposed the following features to make the virtual lab experience more accessible:
Multimodal instructions: Offer multimodal instruction combining video, text, and narration to accommodate varying learning preferences.
Streamlined Interactions: Minimize task-switching by integrating instructions and immediate feedback directly into the workflow to guide user focus.
Open and Observable Environment: Create a shared, open environment where peers can observe each other’s progress, enabling body doubling while maintaining an immersive and realistic practice experience.
Based on these research insights, we proposed the following features to make the virtual lab experience more accessible:
Multimodal instructions: Offer multimodal instruction combining video, text, and narration to accommodate varying learning preferences.
Streamlined Interactions: Minimize task-switching by integrating instructions and immediate feedback directly into the workflow to guide user focus.
Open and Observable Environment: Create a shared, open environment where peers can observe each other’s progress, enabling body doubling while maintaining an immersive and realistic practice experience.
Based on these research insights, we proposed the following features to make the virtual lab experience more accessible:
Multimodal instructions: Offer multimodal instruction combining video, text, and narration to accommodate varying learning preferences.
Streamlined Interactions: Minimize task-switching by integrating instructions and immediate feedback directly into the workflow to guide user focus.
Open and Observable Environment: Create a shared, open environment where peers can observe each other’s progress, enabling body doubling while maintaining an immersive and realistic practice experience.
From expensive to affordable
Choosing the appropriate medium and technology
Choosing the appropriate medium and technology
Choosing the appropriate medium and technology
After an exploration of different technologies that enable replicating the pipetting motion interaction, we chose Leap Motion for its flexibility to capture a wide range of lab experiment gestures.
After an exploration of different technologies that enable replicating the pipetting motion interaction, we chose Leap Motion for its flexibility to capture a wide range of lab experiment gestures.
After an exploration of different technologies that enable replicating the pipetting motion interaction, we chose Leap Motion for its flexibility to capture a wide range of lab experiment gestures.


Leap Motion
shareable, portable, & cost-effective, precise, open space
lack haptic feedback


Physical Interactive gadget
haptic feedback, shareable
expensive, not adaptable


VR
immersive
isolating, expensive


Wall Projection
open space, collaboration
expensive, hard to set up
Leap Motion Sensor



Leap Motion Sensor

Leap Motion
shareable, portable, & cost-effective, precise, open space
lack haptic feedback

Physical Interactive gadget
haptic feedback, shareable
expensive, not adaptable

VR
immersive
isolating, expensive

Wall Projection
open space, collaboration
expensive, hard to set up


Leap Motion
shareable, portable, & cost-effective, precise, open space
lack haptic feedback


Physical Interactive gadget
haptic feedback, shareable
expensive, not adaptable


VR
immersive
isolating, expensive


Wall Projection
open space, collaboration
expensive, hard to set up
From passive watching to hands-on practice
Effectively transfer conceptual learning from digital to real micropipette.
Effectively transfer conceptual learning from digital to real micropipette.
Effectively transfer conceptual learning from digital to real micropipette.
What it is like to use a real micropipette?
What it is like to use a real micropipette?
What it is like to use a real micropipette?
Small, precise movements based on tactile feedback
Operating a real micropipette relies on small, precise thumb movements, with tactile feedback distinguishing the first and second stops.
Small, precise movements based on tactile feedback
Operating a real micropipette relies on small, precise thumb movements, with tactile feedback distinguishing the first and second stops.
Small, precise movements based on tactile feedback
Operating a real micropipette relies on small, precise thumb movements, with tactile feedback distinguishing the first and second stops.






Pressed
Released
Second Stop
First Stop
The first stop expels enough air from the pipette for an accurate measurement in the next step.
Release the plunger draws up the accurate measurement amount of liquid.
The second stop is meant to expel excess liquid from the tip.


1
Release
2
3

Moving from real to digital interaction in low fidelity
Moving from real to digital interaction in low fidelity
Moving from real to digital interaction in low fidelity
We used Wizard of Oz techniques to communicates the effects of hand gestures our participants would make with a figma prototype.
We used Wizard of Oz techniques to communicates the effects of hand gestures our participants would make with a figma prototype.
We used Wizard of Oz techniques to communicates the effects of hand gestures our participants would make with a figma prototype.


Low-Fi Testing Setting
Low-Fi Testing Setting
Low-Fi Testing Setting
Low-Fi Prototype
Low-Fi Prototype
Low-Fi Prototype
Issues with translating it to a digital environment
Issues with translating it to a digital environment
Issues with translating it to a digital environment
However, in a digital environment, the absence of physical feedback presents a challenge. The only observable differentiator becomes the distance the plunger moves, which is subtle and easily overlooked if the interaction mirrors real-world gestures, which would cause users to get confused about the difference between the two different stops.
However, in a digital environment, the absence of physical feedback presents a challenge. The only observable differentiator becomes the distance the plunger moves, which is subtle and easily overlooked if the interaction mirrors real-world gestures, which would cause users to get confused about the difference between the two different stops.
However, in a digital environment, the absence of physical feedback presents a challenge. The only observable differentiator becomes the distance the plunger moves, which is subtle and easily overlooked if the interaction mirrors real-world gestures, which would cause users to get confused about the difference between the two different stops.
How did early user testing revealed this issue?
Our Approach
Make it bigger to make it clear:
Using larger motions to better distinguish between stops
Make it bigger to make it clear:
Using larger motions to better distinguish between stops
Make it bigger to make it clear:
Using larger motions to better distinguish between stops
We decided to prioritize the conceptual understanding of what first stop and second stop does rather than replicating the exact gesture of operating micropipette. Exaggerating the motions needed to reach the first and second stops helps with understanding. Below is an exploration of potential gestures to use:
We decided to prioritize the conceptual understanding of what first stop and second stop does rather than replicating the exact gesture of operating micropipette. Exaggerating the motions needed to reach the first and second stops helps with understanding. Below is an exploration of potential gestures to use:
We decided to prioritize the conceptual understanding of what first stop and second stop does rather than replicating the exact gesture of operating micropipette. Exaggerating the motions needed to reach the first and second stops helps with understanding. Below is an exploration of potential gestures to use:
Key Motion 1: Pressing



Key Motion 2: Turning




Enhancing Clarity: Using Sensory Compensation to Supplement Tactile Feedback
Enhancing Clarity: Using Sensory Compensation to Supplement Tactile Feedback
Enhancing Clarity: Using Sensory Compensation to Supplement Tactile Feedback
Virtual learning system gives visual and auditory feedback cues to signal when the user has reached the first stop. This approach encourages users to internalize the tactile equivalents, building a conceptual understanding through interaction.
Virtual learning system gives visual and auditory feedback cues to signal when the user has reached the first stop. This approach encourages users to internalize the tactile equivalents, building a conceptual understanding through interaction.
Virtual learning system gives visual and auditory feedback cues to signal when the user has reached the first stop. This approach encourages users to internalize the tactile equivalents, building a conceptual understanding through interaction.


Mid-Fi Pressing Interaction Prototype
Mid-Fi Pressing Interaction Prototype
Mid-Fi Pressing Interaction Prototype

Mid-Fi User Testing
Mid-Fi User Testing
Mid-Fi User Testing
“There’s a little bit of hesitation before you reach the first stop [but] I wouldn’t say I feel [the pressure] at this point..."
Through Mid-fidelity user testing, we verified that bigger motion combined with audio-visual feedback are effective, but should be further exaggerated for beginner users.
Through Mid-fidelity user testing, we verified that bigger motion combined with audio-visual feedback are effective, but should be further exaggerated for beginner users.
Through Mid-fidelity user testing, we verified that bigger motion combined with audio-visual feedback are effective, but should be further exaggerated for beginner users.
Simulated physical feedback with exaggerated audio/visual feedback:
To replicate the tactile experience of a physical micropipette, we integrated a physics-based UI that simulates the behavior of a spring-loaded plunger. Just as in the real tool, the initial press is smooth and requires less effort, while pressing further increases resistance, mimicking the harder-to-press sensation of the second stop.
Simulated physical feedback with exaggerated audio/visual feedback:
To replicate the tactile experience of a physical micropipette, we integrated a physics-based UI that simulates the behavior of a spring-loaded plunger. Just as in the real tool, the initial press is smooth and requires less effort, while pressing further increases resistance, mimicking the harder-to-press sensation of the second stop.
Simulated physical feedback with exaggerated audio/visual feedback:
To replicate the tactile experience of a physical micropipette, we integrated a physics-based UI that simulates the behavior of a spring-loaded plunger. Just as in the real tool, the initial press is smooth and requires less effort, while pressing further increases resistance, mimicking the harder-to-press sensation of the second stop.


Hi-Fi Prototype Turning Knob Interaction
Hi-Fi Prototype Turning Knob Interaction
Hi-Fi Prototype Turning Knob Interaction




First Stop
Second Stop
Released
“Easy to press down”
“Harder to press down”
Physics-based UI
Physics-based UI
Physics-based UI
Result
“This is exactly what we’re looking for!"
“This is exactly what we’re looking for!"
“This is exactly what we’re looking for!"
Our client validated the educational aspects of the prototype and gave us positive feedback.
Our client validated the educational aspects of the prototype and gave us positive feedback.
Our client validated the educational aspects of the prototype and gave us positive feedback.


Evaluation Highlights:
Evaluation Highlights:
Evaluation Highlights:
Superior accessibility, affordability, and gesture transferability compared to competitors
Superior accessibility, affordability, and gesture transferability compared to competitors
Superior accessibility, affordability, and gesture transferability compared to competitors
price
immersion
accessibility
concept learning
engagement
hands-on practice
Motion Lab
price
immersion
accessibility
concept learning
engagement
hands-on practice
price
immersion
accessibility
concept learning
engagement
hands-on practice
Labster
price
immersion
accessibility
concept learning
engagement
hands-on practice
Gizmos
price
immersion
accessibility
concept learning
engagement
hands-on practice
HoloLab Champions
price
immersion
accessibility
concept learning
engagement
hands-on practice
AR Science Lab
Final User Testing Result: Successful concept transfer and memory reinforcement through gestures
Final User Testing Result: Successful concept transfer and memory reinforcement through gestures
Final User Testing Result: Successful concept transfer and memory reinforcement through gestures
Users successfully transfer conceptual learning from digital to real micropipette.




Users utilize gestural learning to help them remember experiment steps.
Users successfully transfer conceptual learning from digital to real micropipette.


Users utilize gestural learning to help them remember experiment steps.



Users would benefit from better communication of realistic interaction.
For hi-fi user testing, we wanted to make an effort to recruit students who had LDs in order to assess the target audiences' needs. To do this, we created a functional needs survey that asked users whether they identified with common needs that are present in students with LDs, such as ADHD and dyslexia.
We were able to test 5 college students, 2 of which self-reported as having light ADHD/executive dysfunction, and 3 students who scored above average on the survey. None of our users had previous experience with micropipetting.
For hi-fi user testing, we wanted to make an effort to recruit students who had LDs in order to assess the target audiences' needs. To do this, we created a functional needs survey that asked users whether they identified with common needs that are present in students with LDs, such as ADHD and dyslexia.
We were able to test 5 college students, 2 of which self-reported as having light ADHD/executive dysfunction, and 3 students who scored above average on the survey. None of our users had previous experience with micropipetting.

Reflection
This project taught me the importance of bridging the senses—finding ways to connect tactile, visual, and auditory cues to help users build fluency and confidence in their learning. It was a delicate balancing price, conceptual understanding, and motion precision, but it was rewarding to see how these elements came together to create a seamless connection between digital learning and real-world practice.
This project taught me the importance of bridging the senses—finding ways to connect tactile, visual, and auditory cues to help users build fluency and confidence in their learning. It was a delicate balancing price, conceptual understanding, and motion precision, but it was rewarding to see how these elements came together to create a seamless connection between digital learning and real-world practice.


