Designing virtual pharmacy simulations

A web-based educational application for learning about the different roles of pharmacy professionals.

Introduction

Funded by eCampus Ontario, the Working Together in the Pharmacy modules aims to inspire students from diverse backgrounds to explore pharmacy as a career, helping build a more inclusive healthcare workforce.


As the sole designer and developer on the project, I collaborated closely with pharmacy professionals to design 3 virtual simulation modules for high school students to explore different areas of pharmacy practice.

Funded by eCampus Ontario, the Working Together in the Pharmacy modules aims to inspire students from diverse backgrounds to explore pharmacy as a career, helping build a more inclusive healthcare workforce.


As the sole designer and developer on the project, I collaborated closely with pharmacy professionals to design 3 virtual simulation modules for high school students to explore different areas of pharmacy practice.

UX/UI Designer and C# Developer

My Role

Figma, Unity (C#), Blender, DaVinci Resolve, Github

Tools

4 months

Timeline

Research

Desk / secondary research

Ideate

Brainstorming solutions

Design

Storyboards, midfi prototypes

Iterate

Develop

3D Animation, Unity C# development

Test

Usability testing

Launch

Design and code documentation

Overview

My Process

Iterate

Research

Desk / secondary research

Ideate

Brainstorming solutions

Design

Storyboards, midfi prototypes

Develop

3D Animation, Unity C# development

Test

Usability testing

Launch

Design and code documentation

Iterate

Research

Desk / secondary research

Ideate

Brainstorming solutions

Design

Storyboards, midfi prototypes

Develop

3D Animation, Unity C# development

Test

Usability testing

Launch

Design and code documentation

Desk research

What makes eLearning modules effective?

Before delving into design, I wanted to first understand what makes an online educational module truly effective. Through secondary research, I identified best practices that helped shape how I approached this project.

Create interactive learning experiences

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

Design for different learning styles

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

Support self-paced learning and progress

Allow learners to easily customize and control their learning path at their own pace learning style, and comfort.

Allow learners to easily customize and control their learning path and progress at their own pace, learning style, and comfort.

Reinforce active recall and memory

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

Ideation and planning

I explored multiple concepts and approaches for building the modules:

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 via quizzes

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

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 and static images are simple to develop and common in academic settings, they are limited in their ability to simulate complex environments or encourage active learning.

Research shows that students, especially in elementary and high school, respond more positively to interactive and game-like learning experiences (Alotaibi, 2024). For this audience, I wanted to create a learning environment that is visually dynamic and immersive, and this is something 3D animation could deliver far more effectively than static or text-heavy formats.

While text-based modules and static images are simple to develop and common in academic settings, they are limited in their ability to simulate complex environments or encourage active learning.

Research shows that students, especially in elementary and high school, respond more positively to interactive and game-like learning experiences (Alotaibi, 2024). For this audience, I wanted to create a learning environment that is visually dynamic and immersive, and this is something 3D animation could deliver far more effectively than static or text-heavy formats.

While text-based modules and static images are simple to develop and common in academic settings, they are limited in their ability to simulate complex environments or encourage active learning.

Research shows that students, especially in elementary and high school, respond more positively to interactive and game-like learning experiences (Alotaibi, 2024). For this audience, I wanted to create a learning environment that is visually dynamic and immersive, and this is something 3D animation could deliver far more effectively than static or text-heavy formats.

The technology

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

This approach was the most impactful and aligned best with the guiding principles to create an engaging and effective learning experience.

I created a short 5-sec “Room tour” demo to demonstrate the capabilities of this technology and to pitch this approach to the team.

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 the potential and were on board with my proposed approach!


This approach was the most impactful and aligned best with the guiding principles to create an engaging and effective learning experience.

I created a short 5-sec “Room tour” demo to demonstrate the capabilities of this technology and to pitch this approach to the team.

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 the potential and were on board with my proposed approach!


This approach was the most impactful and aligned best with the guiding principles to create an engaging and effective learning experience.

I created a short 5-sec “Room tour” demo to demonstrate the capabilities of this technology and to pitch this approach to the team.

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 the potential and were on board with my proposed approach!


This approach was the most impactful and aligned best with the guiding principles to create an engaging and effective learning experience.


I created a short 5-sec “Room tour” demo to demonstrate the capabilities of this technology and to pitch this approach to the team.


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 the potential and were on board with my proposed approach!

Setting the scene

Then, I began to lay the groundwork:

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.”

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

I sketched storyboards to visualize the animation and camera movements.

For the setting design, 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.

Bringing it to life *

3D-animating the scenarios

I animated facial and body movements, and choreographed camera movements to make the scenes feel more interesting and immersive. Animating was definitely the most challenging, but also unexpectedly my favourite part of the project.

Developing the UI

Coding the interface on Unity

I also developed gamification elements such as:


  • interactive UI interface screens

  • video pause/play/replay controls

  • responsive menu features and buttons

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 quiz questions placed in the middle of the scenarios. 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: 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 professional.

“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: 2x speed functionality and “Skip scene” feature

New addition: Lightbulb-style pop-outs to define terms.

New addition: Pop-outs to 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."

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.

Key finding

What users liked

Outcome

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.

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.

In-context 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.

Impact

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

Working 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 high school students to explore pharmacy further through an immersive in-person experience. Students engaged in hands-on lab activities and practiced clinical decision-making in patient simulations.

As of 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 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

From design, to animation, to development...

This project is amongst my favourite I’ve ever worked on, and happens to also be one that I’m especially proud of.

I learned the value of testing early, and to advocate for it. What this case study didn’t cover is the sheer amount of testing feedback we got about the content itself: what parts of the dialogue felt confusing, terminology that was not clearly explained, and confusion around how some pharmaceutical processes were presented in the scenarios. This really showed my team, all of whom were pharmacy professionals with no prior experience in UX or iterative design, just how valuable user testing can be.

I was also proud of myself for taking a risk, and for it to pay off. I’ve never animated anything (let alone in 3D!) prior to this, never coded with C#, knew nothing about Unity or game development. Yet somehow I figured it out along the way, and made this thing happen.

One of the most memorable moments was attending the in-person experiential event, where a student came up to me and said the modules helped spark their interest in a pharmacy career.

Explore my other work

*

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Designing virtual pharmacy simulations