Designing virtual simulations for pharmacy education

A scenario-based educational module for students to learn about the different roles of pharmacy professionals.

My Role

UX/UI Designer,

HTML/CSS/C# Developer

Tools

Figma, Unity, Blender,

Davinci Resolve, Github

Timeline

4 months

Client

Leslie Dan Faculty of

Pharmacy, UofT

What did I work on?

I was the sole UX Designer and Developer on an education project funded by eCampus Ontario, aimed at inspiring students from grades 7–12 to explore careers in pharmacy. I designed, developed, and tested three interactive, case-based simulations that introduce students to the breadth of pharmacy practice through virtual scenarios.

Outcome

Today, these modules have reached 300+ students across multiple institutions in the Greater Toronto Area (GTA), been adopted by the Ontario College of Pharmacists for professional development, integrated into STEM Fellowship programs, and are extensively used in PharmPath's student outreach initiatives.

My process

Here is how the project came together over the course of 4 months.

Planning the design and development was an interesting challenge, especially with the added time needed for building out the scenarios.

I scheduled three rounds of usability testing after each major iteration, which allowed me to gather feedback and make improvements throughout the entire process. I also held monthly review sessions with pharmacy professionals and educators. This left me with roughly three months allocated for design and development.

But let's start from the very beginning: to make sure what I was creating would be useful, I started by looking at student feedback on the earlier eLearning resources.

I scheduled three rounds of usability testing after each major iteration, which allowed me to gather feedback and make improvements throughout the entire process. I also held monthly review sessions with pharmacy professionals and educators. This left me with roughly three months allocated for design and development.

But let's start from the very beginning: to make sure what I was creating would be useful, I started by looking at student feedback on the earlier eLearning resources.

I scheduled three rounds of usability testing after each major iteration, which allowed me to gather feedback and make improvements throughout the entire process. I also held monthly review sessions with pharmacy professionals and educators. This left me with roughly three months allocated for design and development.

But let's start from the very beginning: to make sure what I was creating would be useful, I started by looking at student feedback on the earlier eLearning resources.

I scheduled three rounds of usability testing after each major iteration, which allowed me to gather feedback and make improvements throughout the entire process. I also held monthly review sessions with pharmacy professionals and educators. This left me with roughly three months allocated for design and development.

But let's start from the very beginning: to make sure what I was creating would be useful, I started by looking at student feedback on the earlier eLearning resources.

The current experience

The team's existing eLearning resources fall short in providing interactive opportunities for students to explore careers in pharmacy.

At the beginning of the project, I reviewed feedback from a post-module survey completed by 30 students. I wanted to understand some of the common pain points that students experienced with the existing eLearning modules.

Modules are too text-heavy

The modules were mainly text-based and students mentioned that the uninterrupted dialogue text makes it difficult to stay engaged.

Visuals are repetitive and oversimplified

The static illustrations lacked the details needed to capture actual pharmacy settings or patient interactions. Students mentioned having a harder time connecting what they were learning to real-world situations.

Secondary research

Next, I defined guiding UX principles for creating effective eLearning modules.

I researched instructional design best practices and conducted an audit of existing healthcare eLearning tools to establish core design principles. These principles helped shape how I approached this project.

Cater to different learning styles

Use a mix of text, audio, video, and images to cater to different learning styles and foster deeper understanding.

Create interactive learning experiences

Use interactive elements like quizzes, interactive diagrams, and multi media to keep learners actively engaged.

Controls should be intuitive

Learners should be able to easily navigate and control their learning path throughout the module.

Reinforce active recall and memory

Include prompts and cues throughout and at the end of modules to help learners review key concepts.

Concept exploration

With these principles in mind, I began exploring different design concepts.

Text-Based HTML Pages

🚫 Not engaging or immersive

🚫 Low support for multi-media

✅ Can reinforce active recall via quizzes

✅ Highly feasible with HTML/CSS/JS

2D Image-Based Scenarios

🚫 Limited interactivity and depth

✅ Support for multi-media

✅ Can reinforce active recall via quizzes

✅ Highly feasible with tools like Twine

🚫 Limited interactivity and depth

Support for multi-media

Can reinforce active recall

Highly feasible with tools like Twine

Live-Action Video Modules

✅ Highly engaging and immersive

✅ High support for multi-media

✅ Can reinforce active recall via quizzes

🚫 Not feasible given resources

3D Animated Scenarios

✅ Highly engaging and immersive

✅ High support for multi-media

✅ Can reinforce active recall via quizzes

✅ Feasible with open-access tools

Highly engaging and immersive

High support for multi-media

Can reinforce active recall

Feasible with open-access tools

Text-Based HTML Pages

🚫 Not engaging or immersive

🚫 Low support for multi-media

Can reinforce active recall via quizzes

Highly feasible with HTML/JSS

2D Image-Based Scenarios

🚫 Limited interactivity and depth

Support for multi-media

Can reinforce active recall

Highly feasible with tools like Twine

Live-Action Video Modules

Highly engaging and immersive

High support for multi-media

Can reinforce active recall

🚫 Not feasible given resources

3D Animated Scenarios

Highly engaging and immersive

High support for multi-media

Can reinforce active recall via quizzes

Feasible with open-access tools

Why I choose 3D animation:

While text-based modules are simple to develop and common in academic settings, user feedback revealed that they are less engaging and offer little opportunity for interactive learning.

Research shows that students respond more positively to interactive and game-like learning experiences. For this audience, I wanted to create a learning environment that is visually dynamic and immersive, and this is something 3D animation could deliver more effectively than text-heavy formats.

While text-based modules are simple to develop and common in academic settings, user feedback revealed that they are less engaging and offer little opportunity for interactive learning.

Research shows that students respond more positively to interactive and game-like learning experiences. For this audience, I wanted to create a learning environment that is visually dynamic and immersive, and this is something 3D animation could deliver more effectively than text-heavy formats.

While text-based modules are simple to develop and common in academic settings, user feedback revealed that they are less engaging and offer little opportunity for interactive learning.

Research shows that students respond more positively to interactive and game-like learning experiences. For this audience, I wanted to create a learning environment that is visually dynamic and immersive, and this is something 3D animation could deliver more effectively than text-heavy formats.

Planning the workflow

What tools and technology would best bring this experience to life?

I began to explore and compare different workflows: I wanted to find a workflow that was not only technically feasible but also flexible enough to support both animation and interactivity.

After comparing a few different options, I landed on a workflow that included:

  • Blender for 3D modeling and animation

  • Unity (C#) for building game-like scenarios

  • DaVinci Resolve* for post-production and video editing.

*


DaVinci Resolve wasn’t part of the original plan! Early into implementation phase, I realized DaVinci Resolve offered more advanced capabilities, particularly better closed captioning integration with Unity, so I pivoted mid-way from video editing in Blender to DaVinci.

Pitching the approach

I created a short 15-sec “Room tour” demo to demonstrate the capabilities of this technology.

Despite it being very short, this demo allowed me to:

  1. demonstrate the technical feasibility of using Unity and Blender for creating immersive and interactive modules

  2. show how the experience could support different learning styles through animation and quizzes

My team saw strong potential in my proposed approach and were fully supportive of moving it forward.

Collaborating with subject matter experts

Then, I facilitated design review sessions and consulted with pharmacy professionals to ensure accuracy and authenticity.

Damilola (RPH): “Alright. Do you mind waiting around the pharmacy for 15 minutes? We just want to make sure that you are not experiencing any allergy reactions before you leave.”

First, I reviewed the scenario scripts written by pharmacy professionals to clarify any knowledge gaps.

Based on the scripts, I sketched storyboards to visualize the animation and camera movements.

For the setting design and 3D assets, I consulted with pharmacy professionals to ensure accuracy.

For the setting design, I consulted with pharmacy professionals to ensure accuracy.

I created mid-fi prototypes, designing for a simple interface so students can navigate without complexity.

I visualized the information flow based on insights and input from educators and pharmacy professionals.

I created these diagrams using detailed case studies developed by pharmacy professionals and educators from across the Greater Toronto Area (GTA), inspired by real patient scenarios.

Bringing it to life *

Building 3D animation scenes

I wanted each scene to feel interesting and immersive, so I animated facial expressions, body language, and choreographed camera movements to bring the characters to life.

Developing the UI

Coding the interface on Unity

I also used Visual Studio Code to develop gamification elements, including:


  • interactive UI screens

  • video pause/play controls

  • responsive menus

Usability testing

I advocated strongly for iterative design.

The project originally planned for a single beta test 2 weeks before launch. I advocated for incorporating feedback earlier and more frequently, emphasizing that this approach would lead to a stronger user experience.

This led to conducting the first usability test on the first prototype, followed by a round of testing after each major iteration.

Each round included:

  • 2–3 live think-aloud sessions

  • 5–8 asynchronous tests followed by a questionnaire

We tested with non-pharmacy students to assess how well the module communicated to users without pharmaceutical backgrounds.

My objectives for usability testing:

?

Can users navigate the module easily and understand how to interact with key features?

?

Is the information presented in a clear and understandable way?

Can users navigate the module easily and understand how to interact with key features?

?

Are there any points where users feel confused, distracted, or disengaged?

?

Do users find the module intellectually and visually engaging?

Key finding

Reduce the pressure to learn

Problem: Some participants mentioned feeling overwhelmed by frequent mid-scenario quizzes. They struggled to answer and often guessed the answers. This often left them feeling confused and disengaged from the learning material.

Iteration: I replaced these with informational checkpoints and moved some quizzes to the end as knowledge checks.

Testing: In the following round, participants felt that the checkpoints provided valuable context without added pressure of answering correctly.

“These mini breaks allowed for me to "digest" the information provided to me and follow more closely along the interaction.”

"I appreciated the "did you know" sections that highlighted the scope of RPhT and RPh. It was well placed within the module and I felt as though it reinforced that information that was being presented to me within the interaction."

Before: Participants felt overwhelmed and confused by frequent quiz interruptions

After: More contextual checkpoints and majority of quizzes are moved to the end.

New addition: I included "patient profiles" for context and to build empathy.

New addition: Case profiles to introduce characters in the scenario.

Key finding

Build connection with context

Problem: Some users were confused due to the lack of context about the relationship between patients and the pharmacy, especially when scenarios referenced past interactions between the patient and a pharmacy staff.

“I felt as though it would be helpful to know more about Wyatt [the patient]…it would be nice to have an idea of how he got to know her [pharmacist] since she first asked this question.”

Iteration: To address this issue, I included "Patient Profiles" at the start of each scenario. These profiles include information about the patients' history with the pharmacy, their medical records, and characteristics relevant to the scenario.

Testing: In the next round of testing, users expressed that the addition of medical details, personal details, and the patients' preferred pronouns in character profiles added realism and helped bring the characters to life, and to help foster a greater understanding and empathy with the patients.

Key finding

Allow learners to customize the pace

“The speed of the speech felt too slow and it was hard to concentrate.”

Problem: Many participants found the speech speed was as too slow, which sometimes made it hard to concentrate on the learning material.

Iteration: To address this, I implemented a “quick win” feature allowing users to adjust the audio playback speed, including a 2x speed option. This modification allowed users to customize the experience to their preference and maintain better focus and engagement.

Testing: Users appreciated the ability to fast-forward on scenarios, and the “replay” option allowed them to rewatch in the case they missed something.

New addition: I implemented a 2x speed functionality and “Skip scene” feature

New addition: I included lightbulb-style pop-outs to define terms.

New addition: Other pop-outs provide additional context beyond the script.

Key finding

Guide users with contextual cues

Problem: Participants unfamiliar with pharmacy or medical terminology often found parts of the pharmacist dialogue unclear.

Iteration: To address this, we added lightbulb-style pop-outs throughout the scenarios to define terms, clarify concepts, and provide additional context beyond the script to helps learners stay oriented without disrupting the flow of the experience.

Testing: In the next round of usability testing, participants appreciated the pop-outs as it gave them additional context and information.

“I really liked when there was a small light bulb pop-up that provided additional information. This information was actually something that I didn't know before, so it was really helpful. It also made the module more engaging by adding something different every once in a while.”

"I liked the use of visuals as it made it more engaging than any other simulations I have seen, the colours are vibrant so they hold your attention...and the content [is] delivered in an organized fashion.”

“The animations made me understand well how the pharmacy technician and the pharmacist communicate with each other and work together. ”

"I enjoyed how interesting it was and how it accurately represented a pharmacy setting, like having a consultation room and a pharmacy backdrop."

Key finding

What users liked

Usability testing confirmed that the 3D animated approach was both engaging and effective. Participants found the animation immersive and said it helped hold their attention. The visual style made it easier to understand professional interactions, especially to visualize communication between pharmacy staff.

Participants also appreciated the animated setting, expressing that key details like the consultation room and pharmacy backdrop felt authentic and true to real-life environments.

Outcome
Outcome

Working Together in the Pharmacy

Working Together in the Pharmacy

In close collaboration with pharmacy professionals, I created 6 eLearning modules to inspire high school students in the GTA to explore diverse paths in pharmacy.

In close collaboration with pharmacy professionals, I created 6 eLearning modules to inspire high school students in the GTA to explore diverse paths in pharmacy.

Immersive, scenario-based learning

Students explore realistic pharmacy scenarios that mirror real-world patient interactions.

Every module includes closed captioning to ensure accessibility and support diverse learning styles.

Flexible, self-paced video controls

Students can pause, replay, or speed up videos to match their individual learning pace and comfort level.

Contextual learning prompts

Relevant tips appear within the scenarios to clarify clinical concepts, reinforce knowledge, and support memory retention.

These prompts also address common misunderstandings about the pharmacy practice.

Active learning through interactive checkpoints

Interactive decision points encourage students to engage with the material and test their understanding throughout the module.

© Photos by Reg Good

Impact

In March 2024, over 40 students who completed the modules expressed interest in participating in an experiential learning event hosted by UofT.

In partnership with STEM Fellowship, the completed simulations were hosted in a virtual classroom for high school students in the GTA to access anywhere.

The online modules inspired a group of students to explore further through an immersive in-person experience at UofT. Students engaged in hands-on lab activities and practiced clinical decision-making in patient simulations.

Due to high demand and interest from students who completed the eLearning modules, the event was held again in March 2025.

As of May 2025, the simulations have reaching 300+ students across multiple institutions in the GTA.

They have been used in STEM Fellowship programs, UofT undergraduate pharmacy courses, within the PharmPath program, and also by the Ontario College of Pharmacists in one of their online training programs.


The team invited me back to design and develop an second set of simulations using a similar approach.

Reflection

What I've learned, and how I've grown.

01/ Take risks! But go in with a game plan.

I'm proud of myself for taking a risk! I pitched the idea because I knew it could be extremely impactful, though part of me was intimidated by the thought of creating it - I’ve never animated anything prior to this and never coded with C#. Yet somehow I figured it out along the way, with *endless* self-learning, and made it happen. One of the most memorable moments was when a student at the event came up to me and said the modules helped spark their interest in a pharmacy career. That's when I knew the risk was worth it.

02/ Always advocate for the user

I learned the value of testing early, and to advocate for it. What this case study didn’t cover is the sheer amount of student feedback we got about the content itself: what parts of the dialogue students felt were confusing, terminology that was not clearly explained, and confusion around how some pharmaceutical processes were presented in the scenarios. Sharing this with my team, who were pharmacy professionals unfamiliar with UX processes, helped show how essential student feedback is to improving the learning experience.

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Let's build something meaningful together *。⋆

Thanks for visiting.

Let's build something meaningful together *。⋆

Thanks for visiting.

Let's build something meaningful.

Thanks for visiting.

Let's build something meaningful.