Virtual Reality

MedTech.

Overview

Projects

Developed 2 mobile apps in VR for the transformational / wellness space.

I was co-founder of the company and lead designer for these (and other) projects.
I worked with a VR company for development.

What I Did

  • Ideation - Sketches

  • Product Design Lead

  • High fidelity visuals

  • Icon app designs

  • Marketing campaigns

Mindfulness App

PROBLEM DEFINITION

When done correctly, it is hard for users to differentiate between reality and an immerse environment. VR creators have the responsibility of creating and generating positive effects on users, instead of trauma. I co-created Starflight VR to help users that are having a panic attack, users with PTSD and users that want to relax and connect with themselves better.

The application had 5 different experiences:

In 'Relax' users float in space with relaxing sounds and the small movement of stars to help them calm down and sleep better. This scene had the option to be used as 'EMDR' for PTSD patients. The training was done using comets and stars going side to side within the screen.

In 'Meditation' users float in space that has textures to resemble a walk in a forest. The audio is a guided meditation that tells a story that goes from stress to relaxation.

In 'Body Scan' users listen to an insightful description that goes through the body. People spend most of the time living inside their heads and feel disconnected with their bodies. This technique helps to bring awareness to the whole body. Body scanning is a technique used with patients going through cancer.

In 'Energize' users are in a space with vibrant colors (orange-yellow), shapes (moving lines) and music (drums). This experience helps users wake up and feel energized.

User Testing

User Testing was done on 30 approx women. The main problems I found were:

1. UX Design

  • Users didn't have clear instructions on how to interact using their eyes.

  • Users didn't understand how to navigate between environments and missed interaction cues.


2. Visual Design

  • Optimizing backgrounds with enough resolution to provide realistic look and feel.

  • Users missed details that were important tools. For example, the interaction with shooting stars.


3. Latency

  • Users getting disoriented when interacting with controls that had delayed feedback. For example, when switching screens.


4. Accessibility

  • Some users were not able to download the app because of the size.

  • Some users in South America were not able to download and use the app because of technology differences.


5. Dizziness

  • This is a common problem found in VR that was addressed through training and instructions on how to move the head and eyes through space. Users had to be sitting on laying instead of standing.

  • To solve this issue I also modified the speed of animations and the number of elements moving in a frame.


Most of the issues were addressed and solved by improving assets, moving elements around, modifying animations and providing guidance.

Note: This app was in pre-beta development at the time I became the cofounder of the company.

  • I guided the product development through out the product release in the Apple and Android stores.

  • I fixed issues related to VR UX and design.

  • I did user research and provided solution to issues found.

Breathing App

Taking slow, deep breaths helps us to calm down. The reason it works is because those slow deep breaths triggers the parasympathetic nervous system. The power of conscious breathing goes beyond relaxation. It is often deeply healing and therapeutic, and involves processing repressed emotions and traumas, confronting addictions, problematic behaviors, and other personal issues.

I co-created Flow VR to help users breathe in a conscious way. In the app, users play with the different types of breathing to experience different types of emotions.

The application had 5 different training experiences:

  • Energy achieved by using yellow colors, pentagon shapes and flute sounds.

  • Calmness achieved by using purple colors, rounded shapes and whale sounds.

  • Happiness achieved by using orange colors and custom sounds.  

  • Core Breathing achieved by using red colors and custom sounds.  

  • Focus achieved by using blue colors and custom sounds.


In all experiences the use of shapes, colors and sounds help users to connect with the environment and mood.
I used the sensation of being inside a tunnel to help users synchronize with the breathing movement and with the feeling of being immersed.

In this project I was the co-creator and design lead in both visual and UX design.

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Virtual Reality Lessons

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Wearable