Project Title:

EndoBox

Timeline:

Feb 2023 - May 2023

Client:

NHS Education Scotland (NES)

Project Partners:

NHS Education Scotland, VR Hive

Description:

The NES EndoBox project is a VR tool designed to enhance colonoscopy soft skills training for endoscopy students and nurses in remote-rural areas by simulating real-world scenarios in a virtual environment.

Project Challenge:

The NES EndoBox project faced several challenges. Primarily, it had to bridge the accessibility gap in medical training for endoscopy students and nurses, particularly those in remote and rural areas. The goal was to create a VR tool that not only simulated real-world colonoscopy scenarios but also effectively enhanced soft skills and patient interaction in a virtual setting. This required balancing detailed, realistic simulations with a user-friendly interface suitable for varying levels of technical proficiency.Additionally, we needed to ensure the application met NHS guidelines and the JAG framework while accommodating the specific learning objectives and decision points crucial for colonoscopy training. The challenge was to provide meaningful and actionable learning experiences within the constraints of the project’s budget and timeline, while also ensuring secure data handling and compliance with GDPR policies.

The environment was tailored to NHS specifications, with specific colonoscopy assets including a colonoscope, an endoscopy stack, and a scope trolley, all created to enhance training effectiveness and immersion.

Responsive Video

EndoBox VR: Interactive Colonoscopy Training Demo - Application Runthrough

Responsive Video

Miro board detailing colonoscopy steps with learning objectives mapped to 100+ decision points

Project Process:

Research:

The NES EndoBox project began with comprehensive workshops involving NES’s learning and commercial teams. These sessions focused on identifying the specific requirements for the VR application, including learning outcomes and the complexity of the application. The goal was to align the project's scope with the educational needs of endoscopy students and nurses, particularly in remote-rural areas. These workshops provided valuable insights into the application’s necessary features and learning objectives.

Definition:

Following the research phase, I played a key role in securing the NHS tender by delivering a detailed project definition report. This report included prioritized recommendations based on the client's budget and project requirements. I also conducted a thorough Miro walkthrough for the development team to outline the project's complexities and next steps. The project was broken down into manageable development stages, with progress tracked through weekly meetings in ClickUp. This approach ensured that the project stayed on schedule and within budget, while effectively communicating the project's scope to the client through a summary deck. This presentation was pivotal in securing additional funding and setting the stage for a second iteration of the project.

Development:

During the development phase, I oversaw the creation of a comprehensive prototype in Unity. The development process was divided into three stages, from barebones to high fidelity, with each stage meticulously tracked and adjusted based on ongoing feedback. I coordinated closely with the development team, ensuring that progress was made according to the project roadmap. Key milestones were met through iterative testing and refinement, which ensured the VR application met the educational and functional requirements.

Development Images: From Instrument Design to Correct Patient Positioning in Colonoscopy

Deployment:

The VR application for the NES EndoBox project was deployed as a key training tool for endoscopy students and nurses, aimed at enhancing soft skills and patient interaction. I organized a workshop to test user interaction and effectiveness during a colonoscopy training day. This hands-on session provided valuable insights that were incorporated into further recommendations, which ultimately led to securing renewed funding for additional development phases.

To ensure secure data handling and compliance with NES guidelines, I implemented a strategy for storing user logins and learning scores on a secure AWS cloud system for 30 days before deletion. This approach allowed for personalized feedback on users' in-app performance, such as learning scores and areas for improvement, while adhering to GDPR policies and NHS guidelines.

The project was showcased at the NES annual conference, in May 2023 with Brian Rafferty, the NES project side lead, demonstrating our progress and the impact of the VR tool on training and development.