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MATT	CONNORS	
THE	PRACTICE	OF	ADVANCING	XR	THROUGH	A	TEACH-LEARN-DO	CYCLE
2	
 “Learning and innovation go hand in
hand.The arrogance of success is to
think that what you did yesterday
will be sufficient for tomorrow.”
William Pollard
3	
Experiential Reality’s Missing Model
Teams	working	in	XR	are	often	composed	of	researchers,	designers,	
developers,	animators,	project	managers	-	we	tend	to	be	coming	from	
all	types	of	different	disciplines	and	mindsets.	
	
These	different	perspectives	should	not	prevent	us	from	missing	out	
on	 the	 building	 blocks	 to	 success,	 by	 sharing	 what	 we	 learn	 as	 we	
build.
4	
Teach Learn Do Lead Cycle
These steps tend to have natural overlap areas.
LEARN	 DO	
TEACH	LEAD
LEARN
6	
We	all	have	the	impulse	to	jump	right	
in,	 and	 start	 solving	 what	 we	 think	 is	
the	 problem,	 and	 designing	 solutions	
right	away.	It’s	natural,	especially	when	
we	 see	 the	 project	 timeline	 looming,		
but	we	need	to	resist	that	urge.		
Listen For The Use
Case
Process gets a bad rap, so make the process as easy and fun as possible.
Some	 projects	 will	 come	 to	 you	 with	
the	use	case	already	determined,	but	if	
it	 does	 not,	 take	 the	 time	 to	 ask	
questions,	and	find	out	more	about	the	
people	 who	 will	 be	 using	 your	
experience	before	you	start	ideating.
7	
It	 is	 never	 too	 early	 in	 the	 process	 to	
start	 prototyping,	 in	 whatever	 form	
that	 takes	 for	 your	 workflow.	 The	
earlier,	 and	 the	 looser	 the	 prototype,	
the	easier	it	can	be	to	change	later	in	
the	process.			
Visualize What is
Possible
Get your head around the problem by putting it on paper.
Study	 what’s	 needed	 based	 on	 your	
users,	 and	 record	 what	 you	 see.	 If	
drawing	 isn’t	 your	 strength,	 then	 use	
quick	 schematics,	 or	 use	 pictures	 of	
similar	 use	 cases	 to	 visualize	 your	
ideas.	
	
When	in	doubt,	be	visual.
8	
Few	 experiences	 work	 well	 when	
designed	in	a	vacuum,	so	remember	to	
take	 the	 time	 to	 look	 around,	 and	 do	
your	 research	 on	 what	 experiences	
share	 the	 perspective,	 or	 platform,	 or	
style	 that	 your	 team	 is	 looking	 to	
achieve.		
Plan the Interactions
Inspect experiences that you or others have built that fit what you aim to build .
As	 an	 extension	 of	 early	 prototyping,	
test	hardware	that	you	deem	to	be	a	fit	
for	 your	 projects,	 and	 build	 simple	
interaction	 prototypes,	 in	 advance	 of	
content	or	with	placeholder	content.
9	
Are	you	great	at	Maya?	Try	3ds	Max	or	
Modo,	 or	 a	 tool	 that	 lets	 you	 build	 in	
VR	for	your	prototyping	stage.		
Try New Tools
Even the most efficient workflow can use an innovation.
Experimenting	with	new	tools	allows	us	
to	 come	 back	 to	 our	 usual	 tools	 with	
fresh	 eyes,	 and	 often	 gives	 us	 the	
opportunity	 to	 simplify	 our	 own	
processes.
10	
Encourage	 your	 team	 to	 spend	 the	
time	 investigating	 interactions	 or	 use	
cases	 that	 are	 interesting	 to	 them,	 to	
understand	 more	 about	 how	 they	
work.		
‘Out There’ is OK
Research tangential technologies to see where there may be a fit.
No	research	effort	is	ever	wasted,	and	
this	 will	 increase	 ownership	 in	 other	
parts	of	the	process,	and	add	additional	
knowledge	and	tools	to	future	projects.
DO
12	
When	 working	 with	 a	 team	 based	 in	
one	 place,	 or	 shared	 across	 locations,	
it’s	critical	to	make	sure	that	you	know	
at	the	start	of	the	project	the	tools	that	
you	will	be	using	for	the	project.		
The	 specific	 list	 will	 be	 different	 for	
each	project:	
Plan a Kickoff
Determine the people that you will need on the project and invite them to an open
discussion.
•  What		programs	will	you	be	using?	
•  What	game	engine?	
•  What	support	software	is	needed?	
•  What	hardware	fits	your	use	cases?
13	
As	the	project	moves	from	the	kickoff,	
try	 not	 to	 get	 too	 focused	 on	 the	
specific	 details,	 but	 keep	 the	 designs	
loose	enough	to	be	flexible	later	on	in	
the		production	stages.	
Map Your Interaction Steps
Process gets a bad rap, so make the process as easy and fun as possible.
We	 learn	 when	 we	 draw,	 and	 we	
increase	 the	 staying	 power	 of	 the	
memories	 when	 we	 can	 visualize	 our	
concepts;	 the	 tools	 –	 paper,	
whiteboard,	Wacom	tablet	–	are	not	as	
important	as	the	immediacy.
14	
Your	engine	or	pipeline	should	not	be	a	
popularity	 contest.	 Rather,	 develop	 a	
checklist	of	the	features	that	are	most	
important	for	you	after	the	kickoff	and	
aligned	with	the	scope,	and	then	start	
building	according	to	that	plan.		
Pick Your Pipeline
Early
Determine the tools that will work best and aim to stick with them for your project.
15	
The	 value	 of	 an	 idea	 is	 hard	 to	 test	
without	 feedback,	 and	 just	 writing	 it	
down	or	saving	to	a	document	is	only	
the	first	step.		
Document Your
Process
Process gets a bad rap, so make the process as easy and fun as possible.
Ideas	can	be	questioned	and	revised,	or	
even	 turned	 into	 a	 task	 on	 an	 online	
project	management	tool	like	Trello.		
Use	 the	 tool	 that	 fits	 your	 process,	
whether	it’s	Slack,	Asana,	Basecamp	or	
Jira.
16	
Even	 with	 a	 specific	 roadmap	 and	 a	
talented	 team,	 many	 XR	 experiences	
can	 get	 lost	 along	 the	 way	 by	 telling	
too	 big	 of	 a	 story.	 What	 motivations	
drive	 the	 person	 using	 your	
application?	
Tell A Story
Your Experiential Scope Needs a Focused Point of View.
Present	 these	 chapters	 in	 the	 user	
story	to	those	in	your	team,	and	others	
that	 can	 give	 you	 an	 objective	
viewpoint	to	help	check	your	work,	and	
confirm	that	your	user	story	works.
17	
If	 your	 experience	 allows	 people	 to	
interact	 in	 different	 areas,	 talk	 early	
and	often	with	your	team	to	make	sure	
all	 are	 clear	 about	 what	 happens	
where.	
Define the Time and
Space
Your Experiential Scope Needs a Point of View
Present	 these	 chapters	 in	 the	 user	
story	to	both	those	in	your	team,	and	
any	 others	 that	 can	 give	 you	 an	
objective	viewpoint	to	help	check	your	
work.
TEACH
19	
Investigating	 isn’t	 enough	 on	 its	 own,	
there	needs	to	be	a	team	culture	that	
says	 that	 it’s	 not	 only	 OK	 to	 research	
new	 tools,	 but	 it’s	 part	 of	 everyone’s	
job	description.		
Share With Your Teams
Build a culture that supports continuous sharing of ideas.
While	sharing	ideas	or	techniques	that	
will	help	the	current	project	can	cause	
immediate	 benefit,	 learning	 about	
tools	that	are	off	of	the	main	road	can	
create	useful	insights,	and	drive	whole	
new	products	or	experiences.
20	
When	 you	 make	 the	 time	 to	 step	
outside	 of	 your	 own	 team,	 you	 have	
the	 opportunity	 to	 see	 and	 hear	
different	perspectives	to	increase	your	
own	knowledge.		
Step Outside
Investigate other cultures to engage in a larger discussion.
Listening	is	important,	but	participation	
is	the	engagement	you	will	remember,	
and	build	the	confidence	to	be	a	future	
leader.
LEAD
22	
It’s	 not	 easy	 being	 a	 leader,	 and	 it	
definitely	does	not	always	mean	being	
right.	 Leaders	 test	 assumptions,	 make	
mistakes,	 and	 are	 always	 willing	 to	
engage	in	the	conversation.		
The Manager Myth
Be a leader every day, whether or not it’s in your job description.
Listening	is	important,	but	participation	
is	 the	 engagement	 creates	 memories	
and	 builds	 the	 confidence	 to	 be	 a	
future	leader.	Keep	your	teams	as	flat	
as	 possible	 to	 keep	 communication	
lines	open.
23	
Great	ideas	need	a	bias	for	action,	and	
the	 individuals	 and	 teams	 with	 the	
passion	and	knowledge	to	build,	along	
with	 the	 courage	 to	 learn	 from	 the	
mistakes	 that	 will	 happen	 along	 the	
way.			
Test Your Innovation
Be a Maker, every day.
Creating	a	Maker	culture	is	the	natural	
end	 result	 when	 teams	 are	 learning,	
doing	teaching	and	leading	every	day.
24	
Improving	 a	 process	 is	 hard	 enough	
inside	 and	 organizations,	 so	 why	 not	
open	the	door	to	other	minds?	
Open the Box
Build a culture that supports continuous sharing of ideas.
An	open	sandbox	approach	may	not	be	
the	 approach	 to	 client	 challenges	 in	
every	scenario,	but	stay	´vigilant	for	the	
opportunities
Thank You
Matt Connors
Matthew.Connors@Cybercom.c
om
XR Capability Lead, Cybercom
Group ABGothenburg, Sweden
Twitter.com/Matt_Connors

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Matthew Connors (Cybercom Group): The Practice of XR Advancing XR Through a Teach-Learn-Do Cycle.

  • 2. 2  “Learning and innovation go hand in hand.The arrogance of success is to think that what you did yesterday will be sufficient for tomorrow.” William Pollard
  • 3. 3 Experiential Reality’s Missing Model Teams working in XR are often composed of researchers, designers, developers, animators, project managers - we tend to be coming from all types of different disciplines and mindsets. These different perspectives should not prevent us from missing out on the building blocks to success, by sharing what we learn as we build.
  • 4. 4 Teach Learn Do Lead Cycle These steps tend to have natural overlap areas. LEARN DO TEACH LEAD
  • 6. 6 We all have the impulse to jump right in, and start solving what we think is the problem, and designing solutions right away. It’s natural, especially when we see the project timeline looming, but we need to resist that urge. Listen For The Use Case Process gets a bad rap, so make the process as easy and fun as possible. Some projects will come to you with the use case already determined, but if it does not, take the time to ask questions, and find out more about the people who will be using your experience before you start ideating.
  • 7. 7 It is never too early in the process to start prototyping, in whatever form that takes for your workflow. The earlier, and the looser the prototype, the easier it can be to change later in the process. Visualize What is Possible Get your head around the problem by putting it on paper. Study what’s needed based on your users, and record what you see. If drawing isn’t your strength, then use quick schematics, or use pictures of similar use cases to visualize your ideas. When in doubt, be visual.
  • 8. 8 Few experiences work well when designed in a vacuum, so remember to take the time to look around, and do your research on what experiences share the perspective, or platform, or style that your team is looking to achieve. Plan the Interactions Inspect experiences that you or others have built that fit what you aim to build . As an extension of early prototyping, test hardware that you deem to be a fit for your projects, and build simple interaction prototypes, in advance of content or with placeholder content.
  • 9. 9 Are you great at Maya? Try 3ds Max or Modo, or a tool that lets you build in VR for your prototyping stage. Try New Tools Even the most efficient workflow can use an innovation. Experimenting with new tools allows us to come back to our usual tools with fresh eyes, and often gives us the opportunity to simplify our own processes.
  • 10. 10 Encourage your team to spend the time investigating interactions or use cases that are interesting to them, to understand more about how they work. ‘Out There’ is OK Research tangential technologies to see where there may be a fit. No research effort is ever wasted, and this will increase ownership in other parts of the process, and add additional knowledge and tools to future projects.
  • 11. DO
  • 12. 12 When working with a team based in one place, or shared across locations, it’s critical to make sure that you know at the start of the project the tools that you will be using for the project. The specific list will be different for each project: Plan a Kickoff Determine the people that you will need on the project and invite them to an open discussion. •  What programs will you be using? •  What game engine? •  What support software is needed? •  What hardware fits your use cases?
  • 13. 13 As the project moves from the kickoff, try not to get too focused on the specific details, but keep the designs loose enough to be flexible later on in the production stages. Map Your Interaction Steps Process gets a bad rap, so make the process as easy and fun as possible. We learn when we draw, and we increase the staying power of the memories when we can visualize our concepts; the tools – paper, whiteboard, Wacom tablet – are not as important as the immediacy.
  • 14. 14 Your engine or pipeline should not be a popularity contest. Rather, develop a checklist of the features that are most important for you after the kickoff and aligned with the scope, and then start building according to that plan. Pick Your Pipeline Early Determine the tools that will work best and aim to stick with them for your project.
  • 15. 15 The value of an idea is hard to test without feedback, and just writing it down or saving to a document is only the first step. Document Your Process Process gets a bad rap, so make the process as easy and fun as possible. Ideas can be questioned and revised, or even turned into a task on an online project management tool like Trello. Use the tool that fits your process, whether it’s Slack, Asana, Basecamp or Jira.
  • 16. 16 Even with a specific roadmap and a talented team, many XR experiences can get lost along the way by telling too big of a story. What motivations drive the person using your application? Tell A Story Your Experiential Scope Needs a Focused Point of View. Present these chapters in the user story to those in your team, and others that can give you an objective viewpoint to help check your work, and confirm that your user story works.
  • 17. 17 If your experience allows people to interact in different areas, talk early and often with your team to make sure all are clear about what happens where. Define the Time and Space Your Experiential Scope Needs a Point of View Present these chapters in the user story to both those in your team, and any others that can give you an objective viewpoint to help check your work.
  • 18. TEACH
  • 19. 19 Investigating isn’t enough on its own, there needs to be a team culture that says that it’s not only OK to research new tools, but it’s part of everyone’s job description. Share With Your Teams Build a culture that supports continuous sharing of ideas. While sharing ideas or techniques that will help the current project can cause immediate benefit, learning about tools that are off of the main road can create useful insights, and drive whole new products or experiences.
  • 20. 20 When you make the time to step outside of your own team, you have the opportunity to see and hear different perspectives to increase your own knowledge. Step Outside Investigate other cultures to engage in a larger discussion. Listening is important, but participation is the engagement you will remember, and build the confidence to be a future leader.
  • 21. LEAD
  • 22. 22 It’s not easy being a leader, and it definitely does not always mean being right. Leaders test assumptions, make mistakes, and are always willing to engage in the conversation. The Manager Myth Be a leader every day, whether or not it’s in your job description. Listening is important, but participation is the engagement creates memories and builds the confidence to be a future leader. Keep your teams as flat as possible to keep communication lines open.
  • 23. 23 Great ideas need a bias for action, and the individuals and teams with the passion and knowledge to build, along with the courage to learn from the mistakes that will happen along the way. Test Your Innovation Be a Maker, every day. Creating a Maker culture is the natural end result when teams are learning, doing teaching and leading every day.
  • 24. 24 Improving a process is hard enough inside and organizations, so why not open the door to other minds? Open the Box Build a culture that supports continuous sharing of ideas. An open sandbox approach may not be the approach to client challenges in every scenario, but stay ´vigilant for the opportunities
  • 25. Thank You Matt Connors Matthew.Connors@Cybercom.c om XR Capability Lead, Cybercom Group ABGothenburg, Sweden Twitter.com/Matt_Connors