Metaskills
RESEARCH · USABILITY

Does the platform actually work for people?

Studies on how the platform is experienced: whether the interface gets in the way, how hard a session feels, how good the avatars look. Usability research, kept separate from claims about what people learn.

In this series

Study · N=47 · internal evidence summary

Usability of avatar-based VR communication training

Forty-seven participants rated the experience after a session in immersive VR: perceived usability 4,38/5, instruction clarity 4,14/5, avatar quality 3,90/5, with workload and frustration measured on a 0-10 scale. Not peer-reviewed, and the page says so plainly.

Read the study

Why usability sits in its own series

Usability and learning effectiveness get conflated constantly, and the conflation always runs the same direction: people liked it, therefore it worked. It does not follow. A training tool can be pleasant to use and teach nothing, or be awkward and teach a great deal. Keeping these studies in a series of their own is how we stop one kind of evidence from quietly standing in for the other. What the platform does to competence is a different question, answered by different work - the Digital Twin series covers how that assessment is built, and the validation study will report on whether it holds up.

Other evidence

Pilot

What 117 participants across five Spanish pilot sites told us

Deployment evidence from real healthcare settings - the ratings, and the full list of what needed fixing.

What 117 participants across five Spanish pilot sites told us
Methodology

How the Digital Twin actually works

The competency model, the evidence logic and the validation study behind assessment.

How the Digital Twin actually works
Research

Research & Evidence

Everything we have published, with sources and limitations stated.

Research & Evidence