Learning Experience Designer - Meta Reality Labs (via Fisheye Learning)

Meta Quest 2 Product Training: Launch Enablement for Global Field Sales

November 2021 - February 2022

technical learningretailproduct launch

Challenge

Meta's Reality Labs was launching the Meta Quest 2 VR headset through Meta Store retail locations and field sales teams globally. Success required training hundreds of sales associates to demonstrate immersive VR experiences, address customer objections, and explain technical specifications-while the product category was still unfamiliar to most consumers.

Approach

Designed and delivered comprehensive multi-modal training that enabled field teams to confidently sell and demonstrate Meta's flagship VR product at scale.

Multi-Modal Content Development

  • Created "Practice to Perfect: Meta Quest 2" instructor-led training materials covering product positioning, competitive differentiation, and technical specifications.
  • Developed the "Meta Quest 2 Demo Experience" guide standardizing the hands-on demo approach-what to show, in what order, and how to handle common questions.
  • Built device learning labs so sales associates could practice setup, troubleshooting, and customer guidance in realistic scenarios before going live on the sales floor.
  • Authored interactive eLearning modules providing self-paced product knowledge with embedded videos, decision scenarios, and assessment checkpoints.

Experience Design Focus

  • Designed demonstration scripts optimized for "wow moments"-the specific experiences (e.g., Beat Saber, First Steps) most likely to convert curious shoppers into buyers.
  • Created "The Wonderwall Experience" training to show how in-store visual displays can be used for product storytelling even when a headset demo isn't possible.
  • Built troubleshooting guides for common technical issues (tracking problems, controller pairing, account setup) with step-by-step resolution instructions.

Cross-Functional Collaboration

  • Partnered with product teams to ensure accuracy on technical specifications, software updates, and roadmap features.
  • Worked with operations teams to identify the highest-impact learning opportunities based on sales conversion data and customer feedback.
  • Collaborated with the global training team to adapt content for regional differences in retail approach and customer expectations.

Supporting Additional Reality Labs Products

  • Extended the training framework to Ray-Ban Stories (smart glasses) and Portal (video calling device), creating a consistent enablement approach across the Reality Labs product portfolio.
  • Developed "The Portal Demo Experience," emphasizing privacy features and AI-powered camera capabilities that differentiate Portal from competing video devices.

Outcomes & Evidence of Impact

  • Enabled global field sales teams across retail locations with standardized product knowledge and a consistent Quest 2 demo experience.
  • Established a reusable training framework that was later adapted for subsequent Reality Labs product launches (Ray-Ban Stories, Portal).
  • Created device learning labs that improved confidence and reduced on-floor errors by allowing associates to practice before serving customers.
  • Standardized "wow moment" demonstrations so sales associates focused on the highest-impact experiences during limited customer interaction windows.
  • Built a multi-modal content library-eLearning, instructor-led training, job aids, and experiential labs-to support different learning preferences and use cases.

Tools & Platforms

Articulate Rise, Articulate Storyline, Adobe Creative Suite, Meta internal LMS, PowerPoint, Asana, Workplace by Meta

Key Capabilities Demonstrated

Consumer electronics training, product launch enablement, multi-modal learning design, device learning labs, experiential training, retail sales enablement, cross-functional collaboration, global program coordination