HOPE VR
Self Preparedness VR App
OVERVIEW
It is a conceptual virtual reality app to use as a self-preparedness tool for nonclinical populations who are experiencing moderate social anxiety around public speaking.
As a team, We were really passionate about social impact. So, we created a virtual reality safe space for those who have a fear of public speaking by using the technology available 5-10 years from now.
My Contribution
Brainstorming, Affinity Mapping, Survey, User Interviews, User flows, Wireframing, High Fidelity, 3D Conceptual Video.
THE PROBLEM
74% of Americans have some form of Glossophobia, which is a fear of public speaking.
People’s fear of public speaking can be on a spectrum: this can be from severe social anxiety or simply just nerves. If the large majority of us have some form of fear of public speaking, what tools do we have to help ourselves? Most services are costly and you’re unable to do them at home.
Finding a therapist can be an expensive, daunting task. Roughly a regular session can cost from $140-$350/hr. You also have to ‘shop’ around to find a therapist that is the right fit for you and most therapist don’t accept any insurance plans.
RESEARCH
We asked 58 people: What types of social anxiety did people suffer from? 70% said they have the fear of social anxiety with public speaking. So, we started to focus on PUBLIC SPEAKING.
We interviewed 6 Participants and asked them the questions about how do they normally deal with Public speaking?
Distractions: They tend to need immediate help when faced with anxiety (Calling a friend, playing games, etc).
Social: talking with a friend, or being part of a supportive community helps people ease their anxiety.
Physiological Solutions: Taking a walk, breathe, drink water, etc.
Preparedness: Practicing so they know how to handle similar social situations again.
THE SOLUTION
Exposure therapy, an individual is taught coping skills and, over time, learns to handle the situation that is causing the fear.
Source: Jeffrey R. Strawn, MD, FAACAP, associate professor of psychiatry and pediatrics and director of the Anxiety Disorders Research Program in the Department of Psychiatry & Behavioral Neuroscience at the University of Cincinnati.
A storyboard helps us understand the key moments of Sophie feeling anxious about her class presentation and confidently presenting in the class, after practicing with Hope VR app.
Illustrated by Melody
Wire Framing
TITLE OF THE CALLOUT BLOCK
User Testing
Flexibility: Users wanted to access relaxation techniques immediately.
Feedback: Some users prefer seeing
a timer to know how soon the presentation will start.
Predictability: Confusion over the waiting room versus going to the app).
Consistency: Noticeable inconsistency between the design of the pre-presentation and post-presentation frames.
Lack of affordances: Many of the waiting room buttons and toggles were confusing if they are not labeled. Users felt there were too many steps to get into the actual presentation.
High fidelity screens establish a realistic experience to encourage to get feedback from users
VERSION 2.0
Eliminated the waiting room, and have it go straight to VR.
Focus on the presentation element.
Concentrating on Individual user flow VR and eliminating group VR.
Customize facial expressions and audience engagement to prepare the user.
Emphasis on biometrics.
Takeaway
This project was a great learning experience for us as a team and how we might help people practice their speech in a safe environment without judgment. While we didn’t have experience with creating a working VR program, we set up a foundation for how the project can be created and how it can help our users. Here are some future ideas that we had to improve upon that foundation:
Connect with a real audience
Ability to compare feedback from multiple presentation practice sessions
To understand more about user interaction within VR environment.