The current sales training method at Ent Credit Union, which utilizes role-playing exercises, faces challenges with consistency and scalability. The limited training capacity in a classroom setting results in insufficient time for employees to engage in extensive practice or receive personalized feedback on their performance. As a result, employees often feel underprepared for real-world interactions after training, struggling to spot sales opportunities and achieve conversational goals.
Features the ‘Affluent Non-Switcher’ persona, reflecting the attributes of the primary customer profile.
The persona represents the largest member segment at Ent CU (31%).
Educate at the right moment
Trainees are granted the autonomy to explore and interact with the virtual environment.
Make users actors, not observers
Minimizes the learning curve and helps users focus on the training content rather than on how to navigate the VR environment.
Levelling up confidence
Goal-oriented design with immediate feedback mechanism guides learners through progressively challenging scenarios, allowing them to build competence and confidence step by step.
Matching the textures and materials to the real-world branch environment. This attention to detail ensures learners are immersed in a setting that mirrors their everyday workspace.
Creating a prototype enables us to establish accurate expectations and collect feedback.
It allows the testing of interaction models tailored to VR, ensuring they are intuitive and effective.
It also assists in assessing the technical feasibility of features, ensuring the app’s envisioned functionality can be realistically implemented.
Through usability testing with actual MSR trainees, we can:
💫 Map the Experience. Identify pain points and opportunities for the next steps;
👍 Validate our Hypothesis.
In the VR training with 5 MSR trainees, we had the participants fill out pre-training and post-training surveys. We found comparisons before and after the training.