Hand safety
Gamified Training, Virtual Reality
Hand Safety VR, a consequence-based experience that focuses specifically on hand safety, with gruesome visuals for fear-appeal.
CLIENT
SHIIFT Exhibition Demo
OBJECTIVE
To improve workplace hand safety by showing the consequences of unsafe practices using virtual reality training.
APPROACH
We expanded on our existing LOTOTO VR training simulation by adding a new module that allows users to experience a serious virtual hand injury caused by skipping a critical safety step.
Traditional training methods and even standard VR training can struggle to create lasting behavioral change. Users often complete training sessions without emotionally connecting to the importance of the procedures.
Create a realistic and emotionally impactful consequence scene within the VR training. This addition increases engagement and makes users more aware of the risks of cutting corners in the field.
Hand safety is a critical component of workplace safety, yet it is often overlooked or underemphasized in training. At SHIIFT, we’re always looking for new ways to push the boundaries of training impact. Our original Lockout Tagout (LOTO) virtual reality training application was already delivering results with its dual-mode system, Train Mode and Assessment Mode. Train Mode offered step-by-step guidance through the full procedure, while Assessment Mode challenged users to recall and complete the process on their own. Both modes focused on building competency and confidence. But to truly drive behavioral change, we needed to make the stakes feel real.
That’s why we developed a new demo module that takes the LOTO experience further, a consequence-based experience that focuses specifically on hand safety. This addition introduces a realistic, visceral consequence simulation where the user fails to follow proper procedure, and suffers the result. The goal: to make users remember why LOTO matters, not just how it works.
Our core Lockout Tagout Training application (Read more from the full case study) replicates a typical industrial scenario where a user must isolate energy sources before servicing a machine. The experience is highly interactive, built for standalone VR headsets using intuitive hand tracking to mimic real-world hand movements. Users move through each step of the LOTO process: PPE preparation, identification of energy sources, placement of locks and tags, and verification of de-energization.
Train Mode supports new learners by guiding them with on-screen instructions, audio prompts, and visual cues. Assessment Mode removes all assistance, testing the user’s retention and decision-making under pressure. The feedback system reports any missed steps or safety violations, helping to build knowledge over time.
This simulation had great results with our clients Kinross Gold and Daikin Global, but we saw an opportunity to take this training further. One of the biggest reasons to use VR in training is experiencing unsafe environments safely, so why not take it all the way.
While the original training focused on procedural accuracy, this new module taps into emotional memory and instinct. It simulates what can happen when LOTO procedures are not followed correctly.
In the new module, the user begins a routine isolation procedure. However, a key step is deliberately skipped or done improperly, such as failing to verify zero energy before placing a hand near moving components. What follows is a brief moment of confusion, then a loud mechanical jolt. The user’s virtual hand is caught in machinery, resulting in a sudden and graphic injury. The screen fades to black. A summary screen explains what went wrong and how it could have been avoided.
There’s no gore for the sake of shock, but it is uncomfortable and confronting by design. The scene leverages immersive audio, controller haptics, and detailed visual feedback to deliver a powerful, lasting impact.
The decision to incorporate a consequence-driven, fear-appeal approach was grounded in research. Shock-based or fear-appeal training leverages emotional responses to influence attitudes and behaviors. According to a comprehensive meta-analysis of 127 studies, fear appeals have a significant positive effect on attitudes, intentions, and actual behaviors related to risk mitigation. The effectiveness is heightened when messages depict high severity and susceptibility, and when they include clear efficacy statements, precisely the approach taken in our simulation.
“Fear appeals are effective at positively influencing attitude, intentions, and behaviors, with very few circumstances under which they are not effective, and no identified circumstances under which they backfire and lead to undesirable outcomes.”
By allowing users to experience the immediate, severe consequence of a hand injury, the training creates a powerful emotional imprint, increasing the likelihood that learners will internalize and adhere to hand safety protocols in real-world settings.
Traditional safety training often relies on lectures, printed materials, or videos, which can struggle to convey the visceral reality of workplace hazards. Virtual reality (VR) changes this dynamic by placing users in a first-person, interactive environment. When combined with hand tracking, VR enables learners to perform procedures as they would on the job, using natural gestures and movements.
This level of immersion:
Integrating realistic hand safety experiences into VR training not only heightens the emotional impact but also ensures that users develop the practical skills necessary to protect themselves and their colleagues.
Hand safety is too important to leave to basic instruction. Through this upgraded VR training module, we show workers exactly what can happen when safety steps are skipped. The result is more than a checklist, it’s an experience that stays with them.
With realistic hand tracking, fear appeal techniques, and immersive consequence-based design, we have created a powerful new way to train for hand safety. The outcome is better retention, more awareness, and a stronger safety culture across the board.
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