Regular mindfulness practice has been demonstrated to be beneficial for mental health, but mindfulness can be challenging to adopt, with environmental and personal distractors often cited as challenges. Virtual reality (VR) can address these challenges by providing an immersive environment for practicing mindfulness and helping the user orient their attention to the present moment within a custom virtual setting.
Our goal was to create a fully-fledged VR meditation app, that provides the user with an experience that truly meets their needs.
Research
We want the users to have a therapeutic experience engaging with “landscape” experiences within the reality of the VR Mantra. Certain existing products like rage rooms help users momentarily decompress, BUT meditation often takes a back seat. So designing something within the constraints, of what can be done in VR was vital. These ISSUES relate to the amount of time a user can spend safely in VR. Design choices also must be mindful of issues such as vertigo, sickness, and headaches.
Research Question
How might VR be able to provide the user with the tools that help her manage to breathe, distract thoughts/feelings, and keep focus?
Solution
We created multiple storyboards and sketches allowing us to further empathize with users and center on a specific idea. Mantra VR design focused on an experience that would be multifaceted, allow for interactivity, and revolve around calming environments.
02 / Ideation
Moodboard
We utilized the story of the word Samatha, which is the Tibetan word meaning Calm (Tib: Zhi gnas). The practice of Samatha Meditation develops the ability to focus the mind in single-pointed equipoise or perfect concentration.
This is practiced as a pre-requisite for mindfulness or insight meditations. In the Tibetan Buddhist tradition, this practice is described as a nine-stage progression beautifully depicted in this thangka showing a monk chasing and finally capturing an elephant.
VR Environment
We strategized our VR experience setup prioritizing scene narration, target user, interaction model to sound cues, elements used and the type of navigation from within the headset.
Narrative of Environment
A calming environment in a natural setting that helps people relax and detach themselves from the environment they are currently in. Users will see an instructor and listen to a voiceover/music to help guide them through meditation practices. As part of this experience, users may be asked to perform easy tasks to help engage the mind but with a focus on relaxation.
Who is the user
The target audience will be people who currently experience stress and anxiety in their personal and professional life. This experience will be oriented to individuals aiming to manage that stress and anxiety.
Sounds
Sounds of a forest (streams, trees, animals, etc…)
Voice-over from an instructor announcing directions for the user
Calming music
Soft/positive congratulations music/message as the through the experience
Home Base
To pause and exit the experience, users can double click the oculus button.
Interaction Goal
Users listen to instructions and get seated on the ground
Users follow through on breathing lessons and practices
Users engage with simple activities
Elements
Users will be seated or dropped into a natural, forest-like
Interaction Model
Grounded
Map based
Free me
Navigation
Head movement
Walking
Teleport
VR Concept Design
We created multiple storyboards and sketches allowing us to further empathize with users and center in on a specific idea. We focused on an experience that would be multifaceted, allow for interactivity, and revolve around calming environments.
Sketching
Then, I wanted to quickly sketch out the MVP experience in 3D, so I decide to sketch in 2D using 360 degree panorama grid, every line contributes to 10 degree of viewing angle.
Image description Lorem ipsum dolor sit amet
Storyboarding
I then storyboarded the whole experience, scene by scene, as shown below. The player will first start the experience in a park, and with the help of some instructions the player will begin navigating towards the podium and when the player actually stands on the podium, a sign will appear before them allowing them to practice.
03 / Low-Fi Prototype
Physical Prototype
After honing in on the kinds of scenery, interactive elements, and overall journey of the experience. We created complex, 3D physical prototypes made out of modelling clay, legos, and paper.We wanted to rapdily prototype the whole experience from the storyboard and get it tested with a couple of users early in the process.
04 / Mid-Fi Prototype
Physical Prototype
Based on the feedback and insights gathered from the lo-fi prototype usability testing, a digital environment was created using Co-Spaces. The user can navigate the space on a digital screen like laptop and also can be experienced through a VR headset. Oculus Quest 2 VR headset was used for this project and testing.
Key Findings
Unexpected Interactions
“I really wish to have the voice-over for indicating more direction and instruction.."
“It would be so great if there were the ability to select more scenes as the intro goes on.”
"The leaves and flowers actually look real. So does the sand. Such a contrast to Nature Trek."
Whats Not Working?
"The music is not continuous and should be more in sync with the environment."
“What does the learning session indicate ? ” - Learning aspect could be clearer in the learn area."
VR Environment Experience
“So relaxing. So soothing. Just watching the waves and the sun setting is so peaceful.”
"The surroundings are well made and the voice, for me, is really soothing."
"Before the usability test, participant had an anxiety level of 7 and after the test it was about 5 so it did have a positive effect."
"The pace of the meditation is not too fast."
“This is gorgeous ! it looks so real it is totally immersive!"
"Extremely beautiful environment with lots of little details that ramp up the realism."
05 / Hi-Fi Prototype
Digital Prototype
Receiving feedback from the mid-fi prototype testing, I decided to turn the Co-Spaces in Unity and make it more hi-fidelity prototype and future development the final result to the solo projects.
Navigation
Addition of exit signs at each interactions and nodes to facilitate easy exit
Navigation
Addition of exit signs at each interactions and nodes to facilitate easy exit
Navigation
Addition of exit signs at each interactions and nodes to facilitate easy exit
Navigation
Addition of exit signs at each interactions and nodes to facilitate easy exit
Video Walkthrough
Receiving feedback from the mid-fi prototype testing, I decided to turn the Co-Spaces in Unity and make it more hi-fidelity prototype and future development the final result to the solo projects.
06 / Reflection
Following all of this research, I started to self-learn how to create more elements and leverage the Co-space design for Unity. I now understood how to use Reflect to import content into Unity to start building custom projects.
Mantra - Design for Virtual Reality
Virtual Reality for the path to next-gen health & happiness
At-A-Glance
Regular mindfulness practice has been demonstrated to be beneficial for mental health, but mindfulness can be challenging to adopt, with environmental and personal distractors often cited as challenges. Virtual reality (VR) can address these challenges by providing an immersive environment for practicing mindfulness and helping the user orient their attention to the present moment within a custom virtual setting.
Storyboarding Usability Testing Interaction Design for VR Prototyping
01
Discovery
Design Process
Concept
Our goal was to create a fully-fledged VR meditation app, that provides the user with an experience that truly meets their needs.
Research
We want the users to have a therapeutic experience engaging with “landscape” experiences within the reality of the VR Mantra. Certain existing products like rage rooms help users momentarily decompress, BUT meditation often takes a back seat. So designing something within the constraints, of what can be done in VR was vital. These ISSUES relate to the amount of time a user can spend safely in VR. Design choices also must be mindful of issues such as vertigo, sickness, and headaches.
Research Question
How might VR be able to provide the user with the tools that help her manage to breathe, distract thoughts/feelings, and keep focus?
Solution
We created multiple storyboards and sketches allowing us to further empathize with users and center on a specific idea.
Mantra VR design focused on an experience that would be multifaceted, allow for interactivity, and revolve around calming environments.
02
Ideation
Moodboard
We utilized the story of the word Samatha, which is the Tibetan word meaning Calm (Tib: Zhi gnas). The practice of Samatha Meditation develops the ability to focus the mind in single-pointed equipoise or perfect concentration.
This is practiced as a pre-requisite for mindfulness or insight meditations. In the Tibetan Buddhist tradition, this practice is described as a nine-stage progression beautifully depicted in this thangka showing a monk chasing and finally capturing an elephant.
VR Environment
We strategized our VR experience setup prioritizing scene narration, target user, interaction model to sound cues, elements used and the type of navigation from within the headset.
Strategy
Narrative of Environment
A calming environment in a natural setting that helps people relax and detach themselves from the environment they are currently in. Users will see an instructor and listen to a voiceover/music to help guide them through meditation practices. As part of this experience, users may be asked to perform easy tasks to help engage the mind but with a focus on relaxation.
Who is the user
The target audience will be people who currently experience stress and anxiety in their personal and professional life. This experience will be oriented to individuals aiming to manage that stress and anxiety.
Sounds
Sounds of a forest (streams, trees, animals, etc…)
Voice-over from an instructor announcing directions for the user
Calming music
Soft/positive congratulations music/message as the through the experience
Home Base
To pause and exit the experience, users can double click the oculus button.
Interaction Goal
Users listen to instructions and get seated on the ground
Users follow through on breathing lessons and practices
Users engage with simple activities
Elements
Users will be seated or dropped into a natural, forest-like
Interaction Model
Grounded
Map based
Free me
Navigation
Head movement
Walking
Teleport
VR Concept Design
We created multiple storyboards and sketches allowing us to further empathize with users and center in on a specific idea. We focused on an experience that would be multifaceted, allow for interactivity, and revolve around calming environments.
Sketching
Then, I wanted to quickly sketch out the MVP experience in 3D, so I decide to sketch in 2D using 360 degree panorama grid, every line contributes to 10 degree of viewing angle.
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Suspendisse varius enim in eros
Storyboarding
I then storyboarded the whole experience, scene by scene, as shown below. The player will first start the experience in a park, and with the help of some instructions the player will begin navigating towards the podium and when the player actually stands on the podium, a sign will appear before them allowing them to practice.
03
Low-Fi Prototpye
Physical Prototype
After honing in on the kinds of scenery, interactive elements, and overall journey of the experience. We created complex, 3D physical prototypes made out of modelling clay, legos, and paper.We wanted to rapdily prototype the whole experience from the storyboard and get it tested with a couple of users early in the process.
04
Mid-Fi Prototype
Physical Prototype
Based on the feedback and insights gathered from the lo-fi prototype usability testing, a digital environment was created using Co-Spaces. The user can navigate the space on a digital screen like laptop and also can be experienced through a VR headset. Oculus Quest 2 VR headset was used for this project and testing.
Key Findings
Unexpected Interactions
“I really wish to have the voice-over for indicating more direction and instruction.."
“It would be so great if there were the ability to select more scenes as the intro goes on. ”
"The leaves and flowers actually look real. So does the sand. Such a contrast to Nature Trek."
Whats Not Working?
"The music is not continuous and should be more in sync with the environment."
“What does the learning session indicate ? ” - Learning aspect could be clearer in the learn area.
VR Environment Experience
“So relaxing. So soothing. Just watching the waves and the sun setting is so peaceful.”
The surroundings are well made and the voice, for me, is really soothing.
Before the usability test, participant had an anxiety level of 7 and after the test it was about 5 so it did have a positive effect.
The pace of the meditation is not too fast.
“This is gorgeous ! it looks so real it is totally immersive!"
"Extremely beautiful environment with lots of little details that ramp up the realism."
05
Hi-Fi Prototype
Digital Prototype
Receiving feedback from the mid-fi prototype testing, I decided to turn the Co-Spaces in Unity and make it more hi-fidelity prototype and future development the final result to the solo projects.
Navigation
Addition of exit signs at each interactions and nodes to facilitate easy exit
Guide
Inclusion of user guides for visitors to navigate the VR environment
Environment
Visual and usability improvements in assets used in the VR environment
Sound
Natural and artificial sounds offer users an immersive experience that invokes all senses
Video Walkthrough
Receiving feedback from the mid-fi prototype testing, I decided to turn the Co-Spaces in Unity and make it more hi-fidelity prototype and future development the final result to the solo projects.
06
Reflection
Following all of this research, I started to self-learn how to create more elements and leverage the Co-space design for Unity. I now understood how to use Reflect to import content into Unity to start building custom projects.