Designed Virtual Realty Game for Young Adults to Conquer Self-Criticism

Formulated and executed the design and development of Woodland Adventure - a virtual environment, employing persuasive techniques and embedded design, fostering a 15% positive impact on tested users.

The Challenge

Harsh self-judgment one of primary reasons for student depression

To encourages pro-social attitude and lead end users to experience a positive transformation (attitudinal or behavioral) and is deeply informed by research on persuasion techniques and integrates these as foundations.

Bottom Line Up Front

15% of users reported feeling mentally lighter & increased confident

Woodland Adventure is an immersive and interactive VR game, where users perform activities that imbibe confidence and boost self-esteem. To create the game, I conceptualized the game idea, conducted research to choose the technology, developed the VR environment and followed a Lean Product Development method to test it.

My Role

Iteraction Designer
UX Researcher

Skills & Methods

Lean Process Development,
Rapid Prototyping, Simulation

Team

1 x Researcher
4 x Designer

Problem
Harsh self-judgment one of primary reasons for student depression

Young adults frequently confront stress, anxiety, and self-criticism, which undermine confidence, worsen anxiety and depression, and stifle personal development. Our goal was to encourage pro-social attitude and lead end users to experience a positive transformation (attitudinal or behavioral). We incorporated research on persuasion techniques as a fundamental aspect of our approach, ensuring our intervention is deeply informed and effectively integrated.

This problem is close to all students, impacting students at varying levels.

Validating our hypothesis
01. Conducted 6 focus groups with 2-3 participants

To gain insights into people's attitudes towards emotional processing and mental well-being, we conducted six focus groups with 2-3 participants each. Using the New Metaphors toolkit developed by Imaginaries Lab @ Eindhoven University of Technology. we organized focus groups. Participants were given a slide deck containing 50 metaphors related to emotions and asked to choose ones they identified with beforehand. During the session, they shared their reflections with the group.  

I always doubt myself, no matter how hard I try.

- Participant #2

I wish I could silence that voice in my head that's always tearing me down.

- Participant #6

02. Expert Reviews led us to understand the importance of gamification

We consulted four experts with backgrounds in Psychology and Game design, who underscored the importance of the right mix of control and freedom. This can be in a controlled environment, like a role-playing game which allows users to embody the experience.

Students flourish when given freedom and control over their learning path.

- Psychology Expert

While games offer an escape from reality, it's vital to acknowledge the innate human desire for control.

- Game Design Expert

03. Literature Review - Acceptance Commitment Theory & Embedded Design

VR can create experiences that promote emotional processing and self-awareness, essential components of effective therapy. Riva et al. (2016)

Serious games show promise in positively impacting depression, particularly among young people aged 9 to 25 years. Fleming et al. (2014)

Physical actions users perform in the virtual world (like throwing or smashing) can have a tangible impact on their psychological well-being. Fleming et al. (2014)

Embodiment in VR can lead to profound changes in the user's emotional and cognitive states. Wehbe et al., 2022)

That brought us to...
DESIGN OPPURTUNITY

How can we help people feel more confident and in control so they don't constantly criticize themselves?

Making Decisions
Insights and Findings

Games prove to be an ideal environment for motivated learning.

Playing a game allow the user to immerse themselves with a purpose. Within this zone, players are free to experiment, err, and behave in manners divergent from their usual selves, thus transforming the game into an optimal setting for learning.

Employing physical actions to process emotions and feelings is most effective.

Acceptance and Commitment Theory suggests that utilizing physical actions to process emotions is highly effective. The game would feature distancing to increase comfort levels amongst users and the sensitive topic.

Community responsibility and change motivates self-growth.

Through our literature reviews we found that taking responsibility within a community and striving for change serves as a catalyst for personal development. It simulates co-creation of an environment conducive to learning.

Distancing allows users to deal with feelings in a non-aggressive maner.

By stepping back from the intensity of their feelings, individuals can gain a clearer understanding of their emotions. The game would feature distancing to increase comfort levels amongst users and the sensitive topic.

Defining the game
Exploration of story & features
The main focus of our game was to create an environment that allows users to confront their thoughts and emotions using physical body movements, prompting them to accept and let their thoughts go.

For this we employed therapeutic techniques like ACT (Acceptance and Commitment Theory), and EMDR (Eye Movement Desensitization and Reprocessing). The ultimate goal is to combat negative emotions.
Tracking eye movements for minimal physical effort
Physically destroying harmful thoughts in the form of ghosts
Adding layers of complexity into the game to imbibe community responsibility
Usability Testing
Rapid Prototyping

At this junction, our team wanted to focus on the designing the nature of the interactions, for which we came across a challenge: Testing for the Virtual Environment without building in VR. We chose to refine each interaction and iterate on the user's comfort level. For our rapid prototying sessions, we had 3 main persuasive techniques we used:

SELF AFFIRMATION
The incorporation of a visual metaphor, such as picking apples with positive thoughts, aligns with Acceptance and Commitment Therapy (ACT) principles.
EMBODIMENT THEORY
In the context of VR, this means that the physical actions users perform in the virtual world (like throwing or smashing) can have a tangible impact on their psychological well-being.
COGNITIVE DISSONANCE
Users are encouraged not to resist negative thoughts but to accept and release them, mirroring the cognitive release technique emphasized in ACT.
TESTING GOAL

How do we test rapidly without building in VR?

Our Goal for testing : The user's leave confident and relaxed.

How would we achieve this goal through testing without building in VR?

We decided to employ Wizard of Oz Testing method to be able to conduct 2 rounds of user testing which informed our build in the final round using Meta Horizon World and Unity.

Round #1
Method: Wizard of Oz.
Total tested: 6 participants.
Duration of test: 15 minutes.


5% increase in participants confidence
Round #2
Method: Wizard of Oz.
Total tested: 6 participants.
Duration of test: 20 minutes.


12% increase in participants confidence
Round #3
Method: Virtual Reality - Meta Horizon World & Unity
Total tested: 6 participants.
Duration of test: 25 minutes.

15% increase in participants confidence
Task #1: Reach out to collect positive thoughts
Actions
  1. Players start in a power pose.
  2. Stretch arms to reach for the farthest apple.
  3. Pick the apples on the far left and far right.
  4. Pick the most delicious apple.
  5. Read out the positive thoughts on each apple.
Purpose
  1. To make the user get ready into a power pose.
  2. Retain Positive thoughts.
  3. Bring confidence in their body language.
Impact on Players
  1. Players felt more in control after stretching.
  2. Using their body increased confidence.
  3. Increased levels of happiness.
Testing

The first 2 round of testing we conducted using Wizard of Oz method, simulating the virtual reality world physically. The set up included ambient sound, forest lighting and physical props like origami apples and a Christmas tree.

For the third round, we prototyped the environment and task interactions in the Virtual Reality environment. For this, we paid close attention to the amount of comfort the user has, distancing from their own negative thoughts and creating a connection with the characters.  

Player completing the apple picking interaction
Task #2 : Destroy a friend's negative thoughts
User Testing

With each round we iterated on the nature of the activity, from drawing raindrops to contain negative emotions, to bursting balloons representations to throwing darts in the Virtual world to burst these thoughts. We iterated with each round to make it a more satisfactory interaction.

Actions
  1. A NPC in distress asks for help.
  2. Players have to destroy the NPC's negative thoughts.
  3. NPC asks for advice on how to deal with negative thoughts.
  4. Player chooses to give advice in written, verbal or both formats.
Purpose
  1. Allow user to deal with their emotions through a third person's perspective.
  2. Derisk confrontation of negative thoughts.
  3. Employ physical movements to relieve stress.
Impact on Players
  1. Player's emotional connection with NPC instilled responsibility and self-growth.
  2. Players understood the ephemeral nature of the negative thoughts that could "BURST".

The virtual environment supported this interaction by allowing the user to destroy the thoughts in a satisfactory manner. Players were compelled to use their entire body, which instilled confidence and a sense of control.

Simulating dart throwing interaction to destroy negative thoughts
Task #3 : Destroy your own self-critical thought
Actions
  1. Before starting the game, players write down one negative thought they are facing.
  2. NPC places the thought into a representative box.
  3. Player gets a pickaxe to destroy the box.
  4. Player chooses to give advice in written, verbal or both formats.
Purpose
  1. Derisking confrontation of player's own negative thought.
  2. Creating a carthartic experience by releasing frustation on an inanimate object.
Impact on Players
  1. Player's felt lighter after destroying the box.
  2. Task gave them a sense of release and increase in happiness.
  3. We observed a 15% increase in positive impact.
User Testing

With each round we iterated on the nature of the activity, from drawing raindrops to contain negative emotions, to bursting balloons representations to throwing darts in the Virtual world to burst these thoughts. We iterated with each round to make it a more satisfactory interaction.

The virtual environment supported this interaction by allowing the user to destroy the thoughts in a satisfactory manner. Players were compelled to use their entire body, which instilled confidence and a sense of control.

Simulating dart throwing interaction to destroy negative thoughts
Observations for next steps
  1. Writing the negative thought prior to the game felt a little out of place.
  2. Focus on anonymity could be increased, so as to decrease the risk of confrontation.
Results
Impact observed from testing
  • Qualitatively, Players reported a sense of relief and a lighter mental load. They reported a sense of control, that they could employ in facing their negative emotions for the day.
  • Our post-test interviews observed  a 15% positive impact on our players after completing the game.
WATCH THE FULL PROTOTYPE

Having to prototype in Virtual Reality was intimidating, but also equally rewarding. While simulatenously honing my skills in creating VR components, we realized the value of physical prototyping, gaining some valuable insights.

Learning through design, was what I enjoyed most. Using the resources you have to best validate your designs, and not getting caught up in technological constraints was my biggest takeway.