A VR training simulation for burger preparation that reduces on-the-job errors, stress, and training time during peak lunch hours.
Built in Unity for Meta Quest, this Human Factors–driven training module simulates a realistic, high-pressure kitchen environment without disrupting real operations. Trainees practice burger preparation under lunch rush conditions, receiving real-time feedback and building confidence before ever touching a real order.
Iowa State University Dining faces a persistent challenge: high error rates and elevated stress during lunch rush hours. Student employees—often new to food service—make mistakes under pressure that result in wrong orders, food wastage, and inconsistent quality.
Traditional on-the-job training ties up experienced staff and creates mistakes that affect real customers.
Iowa State University Dining experiences high turnover among student employees, creating a constant need for training. The burger station—one of the busiest during lunch rush—has a steep learning curve combining time pressure, multi-step preparation sequences, and food safety requirements.
Wrong ingredient sequences, timing mistakes, food safety lapses → food wastage, customer complaints, increased stress.
Ties up experienced employees who should be serving customers. Role-playing with coworkers lacks realism.
Learning on the job means real customers receive substandard service while trainees figure things out.
A controlled, repeatable, low-risk training environment that still feels like the real kitchen—where trainees can make mistakes, learn from them, and build confidence before their first real lunch rush.
Conducted interviews with student manager and Clyde's kitchen manager to identify specific pain points.
Developed Hierarchical Task Analysis (HTA) breaking burger preparation into discrete, sequenced actions—directly informing the VR scenario structure.
Built in Unity 6 for Meta Quest Pro using XR Interaction Toolkit. Interactive elements: grill surface, bun toaster, ingredient containers, order ticket display. Time pressure mechanics with building order queue.
This prototype demo shows the full training loop from the trainee's perspective inside the virtual kitchen. Watch the interaction model in action: grabbing ingredients, assembling burgers on the prep station, managing the order queue, and receiving real-time feedback from the robot assistant.
Aligning instruction pacing and feedback timing with cognitive limits made training feel usable. "Stressful but learnable" vs "frustrating" came down to small adjustments.
Feedback from student workers directly shaped UI clarity and scenario difficulty. My initial assumptions about intuitive were often wrong.
Collision detection and hand tracking issues only surfaced under realistic movement patterns. Lab-only testing missed problems that appeared with natural gestures.
Controllable high-pressure simulations prepared participants for real rush conditions without real-world consequences. Genuine nervousness while remaining psychologically safe.
The VR training simulation successfully delivered an MVP that validated the core hypothesis: immersive, Human Factors–driven training can reduce errors, build confidence, and provide a safer learning environment than traditional on-the-job approaches.