Overview 
    The Flow Lab is an interactive experience that highlights the functionality of our sprinklers. In this case, we are specifically highlighting the functionality of the VK 3001. This project has two primary goals: one is to engage users at trade shows and interest them in our products, and the other is to give users a better understanding of abstract concepts, such as obstruction, shadowing, and flow rate. The target audience is someone already knowledgeable about sprinklers but may need some help filling in the gaps. 

Constraints
The experience needed to run reliably on both Meta Quest 2 and HTC Vive hardware
The simulation had to accurately represent the VK 3001 sprinkler across its rated pressure range
Users should leave with a clearer understanding of relevant NFPA regulations
The experience needed to demonstrate how obstructions interact with fire suppression sprinklers
Visual effects had to balance physical accuracy with real-time VR performance constraints

Successes
     The VK 3001 sprinkler effect achieved a strong balance between visual fidelity and performance. When compared against real-world reference footage, the particle simulation closely approximates the expected spray pattern while remaining efficient enough for real-time VR. Users responded particularly well to the interactive regulation demonstrations and shadowing effects. Allowing users to manipulate sprinkler flow made the system both engaging and educational.
     While the visuals are not intended to be cinematic showcases, they are accurate, performant, and effective at communicating the core instructional concepts. The project successfully met its educational and technical constraints, delivering a simulation that is both approachable and technically grounded. I am especially proud of how the interactive elements transformed what could have been a passive demonstration into an exploratory learning experience.

Flaws
    Because this project served as an experimental testbed, not all implemented features achieved their intended clarity. The spray pattern visualization (the purple halo) and the density visualizer lacked a clearly communicated purpose for many users. Without strong contextual framing, these tools introduced ambiguity rather than insight. In future iterations, I would either remove these elements or redesign them around a more explicit instructional goal.
     Additionally, the final NFPA regulation scenario requires revision. The experience is strongest when users can actively manipulate sprinkler behavior, reinforcing their understanding of obstruction dynamics. In the final scenario, users are prevented from moving the obstruction into the sprinkler’s path, which undermines interactivity and creates confusion. This restriction weakens the otherwise consistent design principle of learning through direct manipulation.

Learnings
     This project reinforced the critical importance of immediate and legible user feedback in VR education. Users frequently became uncertain when their actions did not produce clear visual confirmation. While confirmatory haptic feedback helped reduce ambiguity, visual feedback proved to be the primary driver of understanding.
     The experience consistently performed best when it empowered users to experiment directly with water flow and obstruction placement. Restricting that agency diminished both engagement and comprehension. Moving forward, I plan to lean further into interaction-driven learning design—prioritizing systems that reward experimentation and visibly communicate cause and effect. This principle will continue to inform how I approach educational and simulation-focused projects in the future.
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