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Case study · Healthcare · VR/XR · Medical simulation · Apr–Sep 2026

Virtuali Surg: designing VR medical training, from simulation to authoring

As a contract Senior Product Designer for a French MedTech, I designed immersive training simulations for AbbVie and the French Army, shaped the VS Studio authoring platform and consolidated Design Ops across multiple client identities.

Role

Senior Product Designer · Contract

Timeline

Apr — Sep 2026 · Remote · French MedTech

Clients

AbbVie · French Army

Scope

VR UX, desktop authoring tool, design system, Design Ops

01 — Context

Training clinicians where mistakes cost nothing

Virtuali Surg is a French medtech building immersive medical training. Its simulations run on desktop, VR headsets and proprietary hardware, and each client — from pharma to defence — brings its own brand, protocols and learning goals.

02 — Problem

Every client brought a new brand, protocol and platform

Each simulation had to follow its client’s training protocol and carry its brand, across desktop, VR headsets and proprietary hardware. Building them was a specialist workflow, and every product carried its own visual identity. Two things had to change: training had to work for people in a headset — alone or as a team — and the system behind the simulations had to become repeatable.

03 — Users

Trainees, instructors and the teams who build the training

Clinicians practising a procedure in VR — alone, like the Botox injection training, or as a team, like the thoracic drain. Instructors who set up sessions, choose the case and follow participants and device status from a desktop. Content teams who author new simulations in VS Studio. And the clients behind each simulation — AbbVie and the French Army — each with its own protocol and identity.

04 — Constraints

What made it hard

Spatial interaction — comfort, layout, hand interaction and feedback matter as much as visual hierarchy.

Standalone headsets — thumbnails and contrast that work on a monitor can be hard to read in a headset.

Physical hardware — a proprietary console used alongside VR controllers.

Multiplayer — trainees practising one procedure together.

Clinical and client requirements — each simulation followed its client’s training protocol and brand, and the Army desktop had to be in French.

Distributed team — working remotely from Brazil with a team in France.

05 — My role

Senior Product Designer, end to end

Working remotely from Brazil with the team in France, I owned the user experience of the client simulations, shaped VS Studio — the platform used to author them — and led Design Ops to bring multiple client visual identities onto one consistent design system. The hardware console and the headset rendering fixes were done together with engineering.

06 — Key decisions

Four decisions that shaped the product

Design for the headset, not the monitor

Problem — the tool-selection menu in the drain simulation was hard to read on standalone headsets.

Decision — reorient the thumbnails, raise contrast to WCAG levels and, with engineering, fix anisotropic filtering.

Outcome — a legible tool menu on standalone headsets.

Build on the controllers trainees already know

Problem — the thoracic-drain procedure combines VR with a proprietary physical console, used by a team.

Decision — explore the console with engineering and pair it with the VR controllers trainees already know, instead of introducing a new input.

Outcome — hardware and VR input designed as one training experience.

Move authoring from specialists to content teams

Problem — building a simulation was a specialist workflow.

Decision — design VS Studio as a desktop + VR tool with a Patient Builder (patient, conditions, medical history) and a Room Builder (pre-staged operating suites, equipment placed in 3D).

Outcome — content teams configure patients without touching code.

Theme one system instead of redesigning per client

Problem — every simulation carried its client’s visual identity.

Options — redesign each product per client, or share foundations and theme them.

Decision — consolidate shared foundations and a documented component library, with states and spacing specs, shared across every Figma file.

Trade-off — client identity is expressed through theming rather than bespoke UI.

Outcome — the team could theme products per client without redesigning them.

07 — Solution

Three products, one design language

Botox VR training · AbbVie

A VR simulation for practising aesthetic injection technique, designed around the client’s training protocol and brand.

Thoracic drain · French Army

A multiplayer VR procedure simulation combined with proprietary hardware, so trainees practise together as a team.

VS Studio · authoring platform

A desktop + VR tool for building simulations, turning a specialist workflow into something content teams can own.

In detail

From headset UI to hardware console

Drain VR · Tool selection menu. Standalone-headset legibility fixed by reorienting thumbnails, raising contrast to WCAG levels and fixing anisotropic filtering with engineering.

Thoracic drain · Console design. Physical console explored with engineering, paired with the VR controllers trainees already know.

Drain desktop · Session setup. Case selection, participants and live device status for the instructor, in French for the Army.

VS Studio · Patient Builder. Content teams configure the patient, conditions and medical history without touching code.

VS Studio · Room Builder. Pick a pre-staged operating suite, then place equipment in 3D.

Design Ops · Desktop components. A documented component library with states and spacing specs, shared across every Figma file.

08 — Impact

What changed

No product metrics are shared for this engagement, so the impact is described through the work: legible tool menus on standalone headsets; a multiplayer procedure that pairs a hardware console with familiar controllers; instructors setting up sessions with live device status; content teams configuring patients and rooms in VS Studio without code; and one design system themed per client — the same approach I used to scale Kilometro Zero at Strada.

09 — Learnings

Designing for bodies in space, not just screens

VR changes the rules: comfort, spatial layout, hand interaction and feedback matter as much as visual hierarchy. Working across headset, desktop and physical hardware pushed me to design the whole training experience, not a single interface.

Contact

Let’s build products people trust.

Open to Senior Product Designer roles — remote or international. HealthTech, VR/XR, AI, and complex SaaS are where I do my best work.

Worked with

AbbVie · French Army · ADM · Cargill · Amaggi · LDC · Strada · Hoobox · Eretz.bio

© 2026 Antonio Prado · São Paulo, Brazil

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