After a period of very long and hard reflection, I was embarrassed to confess that I had simply forgotten the lessons I had learned from Ellis, Fisher and colleagues during that brief visit to NASA Ames in 1987. They had emphasised how crucial it was to put Human Factors considerations first, before getting too carried away about the high-tech wearable and associated technologies the fledgling VR community was about to produce with a vengeance. Back to the operating theatre and out with the Human Factors handbooks. Eventually, after a significant – and human-centred – redesign, MISTVR became the world’s first part-task surgical skills trainer, adopted and evaluated on an international scale and as a de facto skills trainer by the European Surgical institute in Germany. But, more importantly, the research demonstrated conclusively that VR training systems could benefit from – and, indeed, must be subjected to – a strong, underpinning Human Factors approach from the outset.
Having been the Scientific Director of a small VR company for some eight years after the conclusion of the Robotics Centre research programme, I left the volatile world of commercial VR in 2003, choosing to join academia and to excite and inspire students, not only to develop the appropriate design and software skills that are an essential component of their future careers, but also to embrace the importance of human-centred design in the development of content with appropriate task, context and interactive fidelity, and in the exploitation of appropriate interactive technologies.