Nova Scotia Construction Sector Council

Project Duration

2 months


Current Studios

My Role

UX/UI Design


Nova Scotia Construction Sector Council was in need of a training tool for incoming students.


To create three unique experiences showcasing identifying hazards in confined spaces and construction sites and an augmented reality beam walk which would allow students to experience first hand how it would feel to conduct basic tasks while needing to walk across a beam.

Approach + Deliverables

To create tools that would be of use to each of the prospective students we needed to outline what the goal of each experience would be, as well as the best way to deliver each experience. The deliverables included one VR experience, one AR experience and a mobile experience using a iPad and image trackers.


Our Client

The Nova Scotia Construction Sector Council - Industrial-Commercial-Institutional (NSCSC-ICI), is a not for profit organization established to communicate and consult with member organizations.

Contribute research and labour market information which will support recommended short, medium and long term improvements and solutions focusing on the human resource capacity of this sector to identify imminent and future skills required by sector employees, identify current worker skills and qualifications, identify the demand for additional skills development, identify current and future essential skills and new technology, and promote this industry as a professional career choice.

Comparative Analysis

By conducting a comparative analysis of existing educational/training tools, we were able to see what was already available to students/employees. We found that there aren’t a lot of tools of this specific type, as it’s a fairly new use of this technology but we were able to gain some insight as far as how to design the experience to benefit the user.

User Flows


V/r Spot the Hazards

This experience required a Vive headset which allowed the user to immerse themselves virtually in a construction site containing several hazards that they’d need to identify to complete the challenge. Some of these hazards included hazardous objects such as tree branches blocking the way, power line obstructions, and holes that would need to be covered. The experience was outlined using still images initially, followed by 3D renderings of the environment later in the project.

A/R Beamwalk

This experience required a Vive headset as well but was a bit more immersive than the Spot the Hazards experience as the user would be walking across an actual structure to create the illusion of a heightened structure.

Confined Space

This experience was initially going to utilize a VR headset as well but turned into an iPad experience with image trackers instead due to limited space. This experience consisted of identifying and illustrating several hazards within a boiler room, allowing the user to learn more about each specific hazard.

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Safety Report

Safety report was displayed after the end of the Spot the Hazards and Confined Spaces experiences. This was a short summary of what the user accomplished throughout the experience.

This report changed in the final iteration as we incorporated time and more detail to the safety report.

Spot the Hazards