The trainee is in the headset. The instructor is on a tablet. Everything has to work in real time.

The trainee is in the headset. The instructor is on a tablet. Everything has to work in real time.

The trainee is in the headset. The instructor is on a tablet. Everything has to work in real time.

Introduction

Introduction

VirTra builds law enforcement and military training simulators used by agencies across the country and around the world. V-XR is their portable training system. A Meta Quest Pro headset paired with a Google tablet. The trainee wears the headset and interacts with a photorealistic character filmed in VirTra's volumetric capture studio. The instructor controls everything from the tablet in real time.

I was the first UX/UI designer at VirTra. V-XR was my first project.

Company

VirTra

Year

2024

Platform

Tablet • VR Headset

Role

Product Design • UX/UI

Scope of work

Design System • Core Workflow • New Product

Design System • Core Workflow • New Product

The Problem

The Problem

VirTra had a concept for V-XR and a basic home screen. What they didn't have was a designer, a design system, or a clear picture of how an instructor would actually run a live training session on a tablet.

The core challenge was density. The instructor needed to see the trainee's POV, monitor the character, choose branches, queue actions, trigger modes, and stay aware of timing. All on a single screen, all without breaking their focus on the trainee in front of them.

VirTra had a concept for V-XR and a basic home screen. What they didn't have was a designer, a design system, or a clear picture of how an instructor would actually run a live training session on a tablet.

The core challenge was density. The instructor needed to see the trainee's POV, monitor the character, choose branches, queue actions, trigger modes, and stay aware of timing. All on a single screen, all without breaking their focus on the trainee in front of them.

Every pixel on that screen was competing for the instructor's attention during a live training.

Every pixel on that screen was competing for the instructor's attention during a live training.

Early designs had to balance two things that pulled against each other: giving instructors enough control to run complex, realistic training while keeping the interface invisible enough that it never got in the way.

There was no playbook for this. No existing product to reference, no internal design history to pull from. The interface had to be figured out from scratch.

Early designs had to balance two things that pulled against each other: giving instructors enough control to run complex, realistic training while keeping the interface invisible enough that it never got in the way.

There was no playbook for this. No existing product to reference, no internal design history to pull from. The interface had to be figured out from scratch.

A large group photo of diverse team members gathered in an industrial-style space with arched ceiling.

VirTra's original branching interface before a designer was hired.

My Role

I was the first UX/UI designer at VirTra, and V-XR was my first project. I owned the design end-to-end, from initial discovery through a shipped product. That meant building without a playbook: no design system, no established patterns, no prior designer to hand off from.

I was the first UX/UI designer at VirTra, and V-XR was my first project. I owned the design end-to-end, from initial discovery through a shipped product. That meant building without a playbook: no design system, no established patterns, no prior designer to hand off from.

The work started with research. I spent time with subject matter experts, the people who write and run the training curriculum, to understand how instructors actually think during a live scenario. What decisions they're making, how fast, and what information they need at each moment.

From there, every design decision was made through a single lens: the instructor cannot be distracted. The branching system, the typography hierarchy, the categorization logic, all of it was built to reduce cognitive load during real-time training sessions where mistakes have consequences.

The work started with research. I spent time with subject matter experts, the people who write and run the training curriculum, to understand how instructors actually think during a live scenario. What decisions they're making, how fast, and what information they need at each moment.

From there, every design decision was made through a single lens: the instructor cannot be distracted. The branching system, the typography hierarchy, the categorization logic, all of it was built to reduce cognitive load during real-time training sessions where mistakes have consequences.

No design system. No playbook. Just a tablet, a live trainee, and no room for a confusing UI.

No design system. No playbook. Just a tablet, a live trainee, and no room for a confusing UI.

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First UX/UI Designer @ VirTra

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First UX/UI Designer @ VirTra

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Branch response categories designed

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Branch response categories designed

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Research to shipped product

0months

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Research to shipped product

A large group photo of diverse team members gathered in an industrial-style space with arched ceiling.

Home screen redesign exploration.

A large group photo of diverse team members gathered in an industrial-style space with arched ceiling.

Multi-device networking for connecting instructor and trainee hardware.

Collaborators

Collaborators

Subject Matter Experts (SMEs)

The people who write and run training curriculum. Their real-world understanding of how instructors think during live scenarios defined the requirements.

Lead Developer

Built the original home screen before a designer was hired. Brought strong design instincts to the build and became a key advocate for getting the details right.

Head of Software

First point of leadership on the project. Provided direction, removed blockers, and created space for design to have a real seat at the table early.

Development Team

Handoff and implementation. Close collaboration throughout ensured the interaction logic translated cleanly into the final product.

Subject Matter Experts (SMEs)

The people who write and run training curriculum. Their real-world understanding of how instructors think during live scenarios defined the requirements.

Head of Software

First point of leadership on the project. Provided direction, removed blockers, and created space for design to have a real seat at the table early.

Lead Developer

Built the original home screen before a designer was hired. Brought strong design instincts to the build and became a key advocate for getting the details right.

Development Team

Handoff and implementation. Close collaboration throughout ensured the interaction logic translated cleanly into the final product.

V-XR was a small, focused team. I worked directly with the people building the product and the experts who understood the training environment. That proximity made fast decisions possible and kept the work grounded in reality.

Approach

Approach

Principles first

Good design doesn't start with screens. It starts with understanding the problem well enough that the right solution becomes obvious.

Order from Chaos — No existing system. No established patterns. Built from zero.
icon

V-XR had no design precedent at VirTra. Before a single screen could be designed, the interaction model had to be defined from scratch. That meant understanding the full scope of instructor actions, mapping every branch type and state, and building a logical system before touching a component.

No Wasted Pixels — One screen. A live trainee. Every element had to earn its place.
icon

The tablet interface couldn't afford noise. The instructor is watching the trainee, managing branches, and making real-time decisions simultaneously. Every design choice was evaluated against a single question: does this help the instructor, or does it get in their way?

Built to Last — The first system I designed at VirTra is being built into the last one.
icon

The branching pattern developed for V-XR, the category logic, the hierarchy, the interaction model, didn't stay contained to one product. Years later, redesigning VOS, VirTra's flagship simulator platform, the same pattern is being carried forward into the instructor interface. Good systems outlive the product they were designed for.

Earned Trust — Designed around how instructors actually run training, not how we assumed they did.
icon

The branching logic, the typography hierarchy, the queuing system, none of it was invented at a desk. It came from time spent with subject matter experts who run real training scenarios. The interface had to feel intuitive to someone who'd never seen it before and couldn't afford to think about it mid-session.

Order from Chaos — No existing system. No established patterns. Built from zero.
icon

V-XR had no design precedent at VirTra. Before a single screen could be designed, the interaction model had to be defined from scratch. That meant understanding the full scope of instructor actions, mapping every branch type and state, and building a logical system before touching a component.

No Wasted Pixels — One screen. A live trainee. Every element had to earn its place.
icon

The tablet interface couldn't afford noise. The instructor is watching the trainee, managing branches, and making real-time decisions simultaneously. Every design choice was evaluated against a single question: does this help the instructor, or does it get in their way?

Built to Last — The first system I designed at VirTra is being built into the last one.
icon

The branching pattern developed for V-XR, the category logic, the hierarchy, the interaction model, didn't stay contained to one product. Years later, redesigning VOS, VirTra's flagship simulator platform, the same pattern is being carried forward into the instructor interface. Good systems outlive the product they were designed for.

Earned Trust — Designed around how instructors actually run training, not how we assumed they did.
icon

The branching logic, the typography hierarchy, the queuing system, none of it was invented at a desk. It came from time spent with subject matter experts who run real training scenarios. The interface had to feel intuitive to someone who'd never seen it before and couldn't afford to think about it mid-session.

Order from Chaos — No existing system. No established patterns. Built from zero.
icon

V-XR had no design precedent at VirTra. Before a single screen could be designed, the interaction model had to be defined from scratch. That meant understanding the full scope of instructor actions, mapping every branch type and state, and building a logical system before touching a component.

No Wasted Pixels — One screen. A live trainee. Every element had to earn its place.
icon

The tablet interface couldn't afford noise. The instructor is watching the trainee, managing branches, and making real-time decisions simultaneously. Every design choice was evaluated against a single question: does this help the instructor, or does it get in their way?

Built to Last — The first system I designed at VirTra is being built into the last one.
icon

The branching pattern developed for V-XR, the category logic, the hierarchy, the interaction model, didn't stay contained to one product. Years later, redesigning VOS, VirTra's flagship simulator platform, the same pattern is being carried forward into the instructor interface. Good systems outlive the product they were designed for.

Earned Trust — Designed around how instructors actually run training, not how we assumed they did.
icon

The branching logic, the typography hierarchy, the queuing system, none of it was invented at a desk. It came from time spent with subject matter experts who run real training scenarios. The interface had to feel intuitive to someone who'd never seen it before and couldn't afford to think about it mid-session.

The Solution

The Solution

A real-time control system built for the speed and pressure of a live training session.

A real-time control system built for the speed and pressure of a live training session.

The design process surfaced more than UI problems. Mapping every branch type and instructor decision with subject matter experts exposed gaps in how training scenarios were structured , not just how they were controlled.

The design process surfaced more than UI problems. Mapping every branch type and instructor decision with subject matter experts exposed gaps in how training scenarios were structured , not just how they were controlled.

The Branching Interface

The core of the V-XR instructor experience is the branch panel. A real-time list of character responses the instructor can trigger at any moment during a scenario. The instructor has seconds to make a decision. The interface had to make the right choice obvious without demanding attention to find it.

The original approach used color to signal a character's agitation level. Legal flagged it as a liability in a use-of-force training context. That constraint forced a better solution. Rather than color, branches were organized into three distinct categories: Dialogue, Action, and Use of Force. Each with its own icon and visual treatment. The result communicated more information than color ever could, and in a way that held up under scrutiny.

Typography did additional work inside the branch list. Dialogue branches appear in quotes and italics, visually signaling that this is something the character will say. Action branches use regular weight, no quotes. The distinction is immediate and requires no explanation.

Every branch displays the actual dialogue or action text rather than a label or placeholder. "Susie Smith" instead of "Character Name." "Why are you here?" instead of "Dialogue Option 2." The instructor needs to know exactly what they're triggering before they trigger it.

The legal constraint didn't limit the design. It made it better.

A large group photo of diverse team members gathered in an industrial-style space with arched ceiling.

Color and agitation-based branching system, rejected for legal reasons.

A large group photo of diverse team members gathered in an industrial-style space with arched ceiling.

Final categorized branch panel with Dialogue, Action, and Use of Force.

Managing the Session

Once a branch is triggered, the session doesn't stop. The character keeps moving, the trainee keeps responding, and the instructor needs to stay ahead of it. The interface had to support that momentum without adding friction.

Branches are queued rather than triggered instantly. When an instructor selects a response, it lines up behind the active branch and plays when the character is ready. This keeps transitions feeling natural, the character doesn't snap between behaviors mid-sentence. The trainee never sees the seams.

A cancel control sits inline with the active branch for moments when the instructor needs to abort mid-play. One tap, no confirmation dialog, no buried menu. The session recovers immediately.

Not every branch works the same way. Timed branches run for a fixed duration and cannot be skipped. Used for moments like an opening sequence where the full context needs to land before the trainee can respond. Transition branches work differently. Triggering one moves the instructor into a new set of options with no path back to the previous tree. A deliberate one-way door. It gives instructors the ability to steer a scenario down different avenues in real time, opening up entirely new training outcomes from a single session.

Both are communicated through iconography alone. Adding labels would have introduced clutter the instructor doesn't have time to read.

A large group photo of diverse team members gathered in an industrial-style space with arched ceiling.

Branch categories collapsed to help instructors focus.

A large group photo of diverse team members gathered in an industrial-style space with arched ceiling.

Branching component states and variations used across the design system.

Instructor Controls

The branch panel handles what the character says and does. The controls panel handles how the session feels. Three toggles, each adding a layer of realism that branches alone can't provide.

The controls panel gives the instructor 3 ways to deepen the realism of a session. 3rd Person lets them shift perspective on the fly. Look At keeps the character's attention on the trainee as they move in real space, a small detail that's immediately felt. Mimic Mode routes the instructor's voice through the character in real time. In de-escalation training, the ability to respond to what the trainee is actually saying changes the session entirely.

The controls live in a collapsible panel that's hidden by default so nothing competes with the branch interface during an active session. Each toggle reveals only its relevant settings inline. Keeping them as simple on/off toggles was a deliberate choice. The instructor is already managing a live scenario. The controls needed to disappear until they were needed.

Play, pause, and skip were positioned in the thumb zone after prototype testing revealed that reaching across the screen mid-session wasn't acceptable. The first time I tested on a real tablet, I was reaching for everything. That didn't ship.

A large group photo of diverse team members gathered in an industrial-style space with arched ceiling.

Controls panel open with Mimic Mode active, showing volume and pitch sliders inline.

Outcomes

Outcomes

V-XR shipped roughly a year after the design was handed off to development. Eight units sold at launch at $25,000 each, a strong opening for a new product in a specialized market where purchase decisions move slowly and budgets are scrutinized.

Market feedback was clear and consistent. Agencies valued the de-escalation and verbal training capability, but wanted weapon-based scenarios on top of it. Not instead of it. That feedback kicked off internal R&D into how weapon capability could be added to the platform, a next phase the product was always going to need to reach its full market potential.

The design was built for that. The branching system, the category logic, the interaction model were never designed around the assumption that Dialogue, Action, and Use of Force were the only categories that would ever exist. The foundation holds. If VirTra pursues weapon capability, the interface doesn't need to be rebuilt from scratch.

V-XR shipped roughly a year after the design was handed off to development. Eight units sold at launch at $25,000 each, a strong opening for a new product in a specialized market where purchase decisions move slowly and budgets are scrutinized.

Market feedback was clear and consistent. Agencies valued the de-escalation and verbal training capability, but wanted weapon-based scenarios on top of it. Not instead of it. That feedback kicked off internal R&D into how weapon capability could be added to the platform, a next phase the product was always going to need to reach its full market potential.

The design was built for that. The branching system, the category logic, the interaction model were never designed around the assumption that Dialogue, Action, and Use of Force were the only categories that would ever exist. The foundation holds. If VirTra pursues weapon capability, the interface doesn't need to be rebuilt from scratch.

Eight units. Two hundred thousand dollars. And a system built to handle whatever comes next.

Eight units. Two hundred thousand dollars. And a system built to handle whatever comes next.

A large group photo of diverse team members gathered in an industrial-style space with arched ceiling.

V-XR home screen showing scenario playlists and training content.

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Have a project in mind?

By submitting, you agree to our Terms and Privacy Policy.

© 2025 Space Cowboy Design

Let’s talk.

If you're working on a product or have a new idea, I'd love to hear about it.

Quick response.

If you’re ready to create and collaborate, we’d love to hear from you.

No pressure.

No pitches or sales, just a conversation.

space cowboy

Have a project in mind?

By submitting, you agree to our Terms and Privacy Policy.

Let’s talk.

If you're working on a product or have a new idea, I'd love to hear about it.

Quick response.

If you’re ready to create and collaborate, we’d love to hear from you.

No pressure.

No pitches or sales, just a conversation.