The examples in this article were created for a fictional company, Lakeview Inc.
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About Launch
Once your content is created in Storyflow, you can use Launch to determine who gets the content, how they get it, and the format it is delivered in. Launch provides VR content management functionality for you to seamlessly roll out your immersive training.
Generally, Launch is used to:
Create content bundles and configurations from Storyflow and control how that content is deployed.
Manage learner profiles.
View session data from training sessions.
Manage devices.
Access Launch
1. Log in to Motive
2. Click on your initial at the top right of your screen
3. Choose Launch
Create a Launch Space
You must create a Launch Space before you can use the features of Launch. Click here for instructions.
As a company, you have one instance of Launch. Within that instance, you can have several organizations (though this may not be typical) and within each organization, you can have distinct spaces.
New to Launch
Here is a typical flow you will follow when you are creating new training:
Launch Components
Home
This area provides a dashboard of your Launch area.
Space Details: You can set up one or several Organizations in Launch. If your company has different departments that you want to separate, you can create more than one organization to which you can assign people with certain permissions.
Training Overview: Quickly see the number of learners in the space and how many sessions have been completed. Use the View Sessions/Learners link to jump to that area of Launch.
Collaborators: Individuals who have created the training or have permission to do so. Learners are not listed here - you can find them in the Learners section.
Collaborators
While a list of collaborators can be seen by both Admin and Members in the Home area, the Collaborators area can only been seen with the permission Launch Organization Admin. This is where an admin will view and manage collaborators in the space.
Modules
Content must be uploaded before you can create a Module.
In this area you can see and create modules from uploaded Storyflow content.
To learn more about Modules, click here.
Content
Content from Storyflow can be uploaded here and must be done before you can create a Module.
To learn more about Content, click here.
LRS Credentials
If you have an external LRS service that you would like to use, you can set up your LRS credentials by navigating to this area. Choose Create Credentials and complete the fields. The information will be available through your LRS service.
Launchers
This is a manual method if you are not using a LMS integration. If you would like to distribute content through an LMS, launch codes get generated automatically. For more information on this, click here.
Launchers allow learners to connect to the learning. With a [Module] created, you can create a launcher. A launcher connects the [Module] to a 5 digit launch code. When the launch code is used to launch the training module in the headset, the data collected is connected to the learner specified in the launcher.
To learn more about Launchers, click here.
Learners
In this area you can view learners and drill down to see their training sessions and device logs.
To learn more about Learners, click here.
Sessions
This provides an overview of training sessions completed by learners. Any Storyflow test assessments added via Resources will be able to be viewed here. XAPI statements are captured and you can see what the learner looked at, pointed at, experienced and more. If LRS Credentials have been added and the LRS Credentials have been added to a Module, then all Session data will be available in the LRS.
WebGL
If you have a WebGL version of your training app (training done in browser) it can be configured here. Then you can associate it with a Module.
Devices
At the start of a learning session, a Learner enters 9 digit code within VR headset and then the device will appear in the Devices list.
For a given device you can see the errors, warnings, and debug statements as training is in session. Click on the View Details button next to the device name. This is very helpful information to send Motive staff when a support ticket is created to assist with resolving issues on the developer side.
Please note that if you see Windows 10 devices in the list this is due to testing from Unity it logs as Windows 10 devices as opposed to the APK on headset.
A great tip is to name the device so that you can quickly match the device to the appropriate learner. In the headset, under the menu at Admin>Device Info you will see a serial number that matches the one in this list, so you can identify the correct device and re-name it.