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Realigning Training for a Fortune 1000 Dental Company
Engaged learners by aligning complex skills with clear instruction and showed potential to reduce costs
Challenge
A Fortune 1000 dental technology company’s Dental Designer training program faced a dual challenge: trainees struggled to stay engaged, and the material was extraordinarily complex, spanning dental theory and 3D spatial manipulation in proprietary software.
Trainees—typically in their early twenties with some 3D skills but no dental background—spent eight hours a day absorbing dense theory without enough hands-on practice. Trainers reported fatigue, confusion, and limited retention. Attrition reached 50%, draining resources and slowing the company’s ability to produce skilled Dental Designers at scale.
The training team suspected that an interactive, practice-centered experience might better support their demographic, but lacked a clear vision of what it could look like—or whether it might truly improve outcomes.
Solution
We created a hands-on interactive learning prototype designed to clarify complex tasks and keep learners engaged through a more natural blend of learning and doing.
Working closely with trainers and SMEs, we identified the most challenging concepts—both dental-theory and software-related—and translated them into a structured, hands-on learning system built around four pillars:
- A safe space to practice
Learners could make mistakes, retry steps, and revisit content independently—building confidence steadily. - Keep learning contextual
Instruction was always paired with immediate action so learners never lost the connection between what they were learning and why it mattered. - Support different learning styles
We offered multiple modes—text, 2D graphics, animated demos, hands-on practice, and clear visual + auditory cues—so learners could engage with the material in the way that suited them best. - Add motivation through gamified levity
I designed a simple avatar-customization system that rewarded progress and skill mastery. Trainers later reported that learners enjoyed customizing their avatars enough that it became a conversation point during breaks.
Iteration Highlights
Before testing with learners, we refined the UI based on trainer feedback:
- added clearer contextual clues
- strengthened wayfinding signals
- added guidance (“guard rails”) that could be toggled off as confidence improved
- ensured the UI communicated progress and location within a learning path
Localization + Classroom Support
During the first pilot, trainers realized they weren’t sure how to teach with the simulation. This revealed an unexpected secondary user: the trainer.
We quickly produced trainer documentation and held live demo sessions—an essential pivot.
As pilots expanded, we added support for Mandarin and Spanish, which the UI was already designed to accommodate.
Constraints
This project surfaced several constraints that shaped the final prototype:
- Trainers became a surprise secondary user group requiring rapid support materials and onboarding
- UI had to simplify the complexity of the production software without misrepresenting it
- Designing for multiple languages in a compact UI
- Working without direct access to learners during research due to geographic and linguistic barriers
- Navigating tight timelines and budgets while still delivering meaningful iteration
Each challenge helped us refine the prototype into a more focused, aligned learning experience.
Role
- UX/UI design: architecture, interaction flows, layout, and visual design
- Designed the avatar customization system
- Extended the client’s branding into near-high-fidelity UI graphics
- Systems design for learning pathways, feedback mechanisms, and rewards
- Front-end development in Unity
- Documentation for trainers + support materials
- Localization coordination for three languages
- Project management and cross-functional communication
- Collaboration with a two-person backend engineering team
- Supported client-led usability testing and analysis
Outcome
Interactive-learning pilot groups outperformed or matched the legacy PowerPoint lecture groups:
China
- 1–5% higher test scores
- 25% faster learning for one cohort
- Two cohorts learned at a similar pace as traditional groups but with higher confidence
Spain
- 14% faster learning
- 7% higher scores
Additional Impact
- Learners voluntarily revisited topics—never seen before
- Trainers requested ongoing use of the prototype, even before expansion
- Immediate demand for localization showed engagement and value
- Improved learner engagement suggested potential for reducing costly attrition
Even though the prototype never progressed to full production, it demonstrated a compelling direction for aligning learner needs with instructional strategy—showing how interactive learning could support the company’s global workforce pipeline.
