VR Experience
In a team of four, we delivered a low/mid fidelity prototype of a Virtual Reality experience aligning with UN sustainable goal 14.1 Life under water. Our experience aims to involve young UK tourists in scenarios related to marine pollution, exposing users to the consequences of their actions.
6 weeks - Group Project
2024
VR
VR Experience
In a team of four, we delivered a low/mid fidelity prototype of a Virtual Reality experience aligning with UN sustainable goal 14.1 Life under water. Our experience aims to involve young UK tourists in scenarios related to marine pollution, exposing users to the consequences of their actions.
6 weeks - Group Project
2024
VR
VR Experience
In a team of four, we delivered a low/mid fidelity prototype of a Virtual Reality experience aligning with UN sustainable goal 14.1 Life under water. Our experience aims to involve young UK tourists in scenarios related to marine pollution, exposing users to the consequences of their actions.
6 weeks - Group Project
2024
VR
Project Overview
Project Overview
Project Overview
Discover
Secondary Research
Define
Proto-persona
UX vision
User Journey
Design
Body Storm
Story boarding
User testing
Deliver
Final Design made in Mozilla Hub
Discover
Secondary Research
Define
Proto-persona
UX vision
User Journey
Design
Body Storm
Story boarding
User testing
Deliver
Final Design made in Mozilla Hub
Discover
Secondary Research
Define
Proto-persona
UX vision
User Journey
Design
Body Storm
Story boarding
User testing
Deliver
Final Design made in Mozilla Hub
Our Selected UN Goal & Target
Our Selected UN Goal & Target
Our Selected UN Goal & Target
Target 14.1: Reduce Marine Pollution
Target 14.1: Reduce Marine Pollution
Target 14.1: Reduce Marine Pollution
14.1 By 2025, prevent and significantly reduce marine pollution of all kinds, in particular from land-based activities, including marine debris and nutrient pollution.
14.1 By 2025, prevent and significantly reduce marine pollution of all kinds, in particular from land-based activities, including marine debris and nutrient pollution.
14.1 By 2025, prevent and significantly reduce marine pollution of all kinds, in particular from land-based activities, including marine debris and nutrient pollution.
Why did we choose to focus on this topic?
Why did we choose to focus on this topic?
Why did we choose to focus on this topic?
80%
80%
80%
of all marine pollution is made up of plastic waste.
of all marine pollution is made up of plastic waste.
of all marine pollution is made up of plastic waste.
(Fava, M., 2022)
(Fava, M., 2022)
(Fava, M., 2022)
8m
8m
8m
tonnes of plastic end up in the oceans.
tonnes of plastic end up in the oceans.
tonnes of plastic end up in the oceans.
(One Planet Network, nd )
(One Planet Network, nd )
(One Planet Network, nd )
100K
100K
100K
marine animals are killed by plastic pollution yearly.
marine animals are killed by plastic pollution yearly.
marine animals are killed by plastic pollution yearly.
(WWF-Australia , 2021)
(WWF-Australia , 2021)
(WWF-Australia , 2021)
39K
39K
39K
particles consumed per person per year.
particles consumed per person per year.
particles consumed per person per year.
(Li et al., 2023)
(Li et al., 2023)
(Li et al., 2023)
Why are focusing on tourists?
Why are focusing on tourists?
Why are focusing on tourists?
Marine and coastal tourism accounts for at least 50% of global tourism - an industry essential for many developing islands.
While other stakeholders have an economic incentive to reverse this trend of environmental damage and sustain nature, tourists are equally responsible but perhaps lack the same incentive.
Marine and coastal tourism accounts for at least 50% of global tourism - an industry essential for many developing islands.
While other stakeholders have an economic incentive to reverse this trend of environmental damage and sustain nature, tourists are equally responsible but perhaps lack the same incentive.
Marine and coastal tourism accounts for at least 50% of global tourism which many developing islands are dependent on.
While all the other stakeholders have an economic incentive to reverse this trend and sustain nature, we have chosen to target the tourists who are equally responsible but perhaps lack the same incentive.
Solution
Solution
Solution
“ Teach me, I learn.
Show me, I remember.
Involve me, I do.”
“ Teach me, I learn.
Show me, I remember.
Involve me, I do.”
“ Teach me, I learn.
Show me, I remember.
Involve me, I do.”
- Xun Zi (荀子)
- Xun Zi (荀子)
- Xun Zi (荀子)
Proto- Persona
Proto- Persona
Less litter-reducing intentions &
behaviours among younger men
Less litter-reducing intentions & behaviours among younger men
Less litter-reducing intentions & behaviours among younger men
Travel motives: escape,
relaxation, personal attachment, culture, and adventure...
Travel motives: escape, relaxation, personal attachment, culture, and adventure...
Travel motives: escape, relaxation, personal attachment, culture, and adventure...
Future-oriented
& open to new ideas
Future-oriented & open to new ideas
Future-oriented & open to new ideas
Harry French
Harry French
Harry French
Harry 22, Undergraduate Student, UK
Harry 22, Undergraduate Student, UK
Harry 22, Undergraduate Student, UK
🔥 PAIN POINTS
🎯 GOALS
🔥 PAIN POINTS
Lack of experience and knowledge.
Hard to break social norms.
To experience natural environments different from home.
To be independent and make his own decisions.
Lack of experience and knowledge.
Hard to break social norms.
🎯 GOALS
🔥 PAIN POINTS
🎯 GOALS
To experience natural environments different from home.
To be independent and make his own decisions.
Lack of experience and knowledge.
Hard to break social norms.
To experience natural environments different from home.
To be independent and make his own decisions.
⭐️ MOTIVATION
🌟 MOTIVATIONS
⭐️ MOTIVATION
To explore and get away from regular routine
To explore and get away from regular routine
To explore and get away from regular routine
UX Vision Statement
UX Vision Statement
UX Vision Statement
We believe, there is an opportunity to design an immersive Virtual Reality solution for young UK tourists who care about the future and personal growth but lack awareness of their environmental footprint, that encourages them to make more active pro-environmental decisions.
We believe, there is an opportunity to design an immersive Virtual Reality solution for young UK tourists who care about the future and personal growth but lack awareness of their environmental footprint, that encourages them to make more active pro-environmental decisions.
We believe, there is an opportunity to design an immersive Virtual Reality solution for young UK tourists who care about the future and personal growth but lack awareness of their environmental footprint, that encourages them to make more active pro-environmental decisions.
Flow Chart
Flow Chart
Flow Chart
In combination with identified opportunities and design principles, we developed the following flowchart outlining the entire virtual experience and storylines which promote user agency. Due to time constraints, we decided to prototype one flow for our vertical slice (VS).
In combination with identified opportunities and design principles, we developed the following flowchart outlining the entire virtual experience and storylines which promote user agency. Due to time constraints, we decided to prototype one flow for our vertical slice (VS).
In combination with identified opportunities and design principles, we developed the following flowchart outlining the entire virtual experience and storylines which promote user agency. Due to time constraints, we decided to prototype one flow for our vertical slice (VS).
Ideation with Sketching
Ideation with Sketching
Ideation with Sketching
To develop the flow and storyline, we started by sketching out each scene on paper and then proceeded to body-storm to better sense the flow including the level of agency and emotions. This process helped us identify potential weaknesses in our storyline, allowing us to iterate before creating higher-fidelity prototypes.
To develop the flow and storyline, we started by sketching out each scene on paper and then proceeded to body-storm to better sense the flow including the level of agency and emotions. This process helped us identify potential weaknesses in our storyline, allowing us to iterate before creating higher-fidelity prototypes.
To develop the flow and storyline, we started by sketching out each scene on paper and then proceeded to body-storm to better sense the flow including the level of agency and emotions. This process helped us identify potential weaknesses in our storyline, allowing us to iterate before creating higher-fidelity prototypes.
#1 Sketches of key storyline
#1 Sketches of key storyline
#1 Sketches of key storyline
#2 Sketch of the initial scene in the lobby
#2 Sketch of the initial scene in the lobby
#2 Sketch of the initial scene in the lobby
#3 Sketches considering sensory experience
#3 Sketches considering sensory experience
#3 Sketches considering sensory experience
#4 Body storming with the sketches
#4 Body storming with the sketches
#4 Body storming with the sketches
#5 Sketches considering sensory experience
#5 Sketches considering sensory experience
#5 Sketches considering sensory experience
Final Storyboard
Final Storyboard
In combination with identified opportunities and design principles, we developed the following flowchart outlining the entire virtual experience and storylines which promote user agency. Due to time constraints, we decided to prototype one flow for our vertical slice (VS).
In combination with identified opportunities and design principles, we developed the following flowchart outlining the entire virtual experience and storylines which promote user agency. Due to time constraints, we decided to prototype one flow for our vertical slice (VS).
Design Patterns
Design Patterns
Horizontal & Vertical Alignment
Horizontal & Vertical Alignment
Horizontal & Vertical Alignment
Natural, Complex & Rich Signals
Natural, Complex & Rich Signals
Natural, Complex & Rich Signals
Depth Perception
Depth Perception
Depth Perception
Affordance
Affordance
Affordance
Ambient & Spatial Sounds
Ambient & Spatial Sounds
Ambient & Spatial Sounds
We've placed objects using horizontal and vertical alignment design patterns to enhance cognitive immersion.
For instance:
Flying seagulls & the overflowing bin are placed in the focus area to evoke a negative feeling when the users enter the room.
Tao hovers over the ground and is placed within the vertical sweet spot to be easily detected by the user.
We've placed objects using horizontal and vertical alignment design patterns to enhance cognitive immersion.
For instance:
Flying seagulls & the overflowing bin are placed in the focus area to evoke a negative feeling when the users enter the room.
Tao hovers over the ground and is placed within the vertical sweet spot to be easily detected by the user.
We've placed objects using horizontal and vertical alignment design patterns to enhance cognitive immersion.
For instance:
Flying seagulls & the overflowing bin are placed in the focus area to evoke a negative feeling when the users enter the room.
Tao hovers over the ground and is placed within the vertical sweet spot to be easily detected by the user.
Most of the calls to action (CTA) buttons were placed within 90 degrees of users’ field of vision.
Most of the calls to action (CTA) buttons were placed within 90 degrees of users’ field of vision.
Most of the calls to action (CTA) buttons were placed within 90 degrees of users’ field of vision.
Affordances that align with users' mental models were also employed to facilitate intuitive actions, such as inviting users to sit on a sofa to watch a film or prompting them to enter through a door to explore a new environment.
Affordances that align with users' mental models were also employed to facilitate intuitive actions, such as inviting users to sit on a sofa to watch a film or prompting them to enter through a door to explore a new environment.
Affordances that align with users' mental models were also employed to facilitate intuitive actions, such as inviting users to sit on a sofa to watch a film or prompting them to enter through a door to explore a new environment.
We've enhanced audio presence with ambient sounds like the lobby music along with spatial sounds like dolphin calls to catch the user's attention
We've enhanced audio presence with ambient sounds like the lobby music along with spatial sounds like dolphin calls to catch the user's attention
We've enhanced audio presence with ambient sounds like the lobby music along with spatial sounds like dolphin calls to catch the user's attention
Depth perception strategies like object size and aerial perspective were also applied to attract the users’ attention by distinguishing the distance between objects.
Depth perception strategies like object size and aerial perspective were also applied to attract the users’ attention by distinguishing the distance between objects.
Depth perception strategies like object size and aerial perspective were also applied to attract the users’ attention by distinguishing the distance between objects.
Due to technical constraints, our priority was to render interactive objects such as plastic bottles and bins over other elements like dolphins and tourists, which were presented using GIFs.
Due to technical constraints, our priority was to render interactive objects such as plastic bottles and bins over other elements like dolphins and tourists, which were presented using GIFs.
Due to technical constraints, our priority was to render interactive objects such as plastic bottles and bins over other elements like dolphins and tourists, which were presented using GIFs.
Emotional Design
Emotional Design
Emotional Design
Visceral visual stimuli were considered as guidance when designing emotions in our scenes. For example, we darkened the background and lowered the geometric complexity for the bad consequences scenes to create negative valence and low arousal emotions.
Visceral visual stimuli were considered as guidance when designing emotions in our scenes. For example, we darkened the background and lowered the geometric complexity for the bad consequences scenes to create negative valence and low arousal emotions.
Visceral visual stimuli were considered as guidance when designing emotions in our scenes. For example, we darkened the background and lowered the geometric complexity for the bad consequences scenes to create negative valence and low arousal emotions.
Testing the Presence
Testing the Presence
Testing the Presence
Moving forward
Moving forward
Moving forward
Next steps…
Next steps…
Next steps…
For the next steps, we need further testing and iteration to validate the efficiency and effectiveness of our prototype.
For the next steps, we need further testing and iteration to validate the efficiency and effectiveness of our prototype.
For the next steps, we need further testing and iteration to validate the efficiency and effectiveness of our prototype.
How can we strengthen the bond between Tao and the user?
How can we strengthen the bond between Tao and the user?
How can we strengthen the bond between Tao and the user?
As the testing locations differ, the participants might hit the surroundings while immersed in VR.
As the testing locations differ, the participants might hit the surroundings while immersed in VR.
As the testing locations differ, the participants might hit the surroundings while immersed in VR.
Lack of engagement due to the AI voice or lack of real-time response? or both?
Lack of engagement due to the AI voice or lack of real-time response? or both?
Lack of engagement due to the AI voice or lack of real-time response? or both?
Ethical Considerations
Ethical Considerations
Ethical Considerations
We took potential ethical issues and dilemmas into account in our design process and these are the ones we have identified.
We took potential ethical issues and dilemmas into account in our design process and these are the ones we have identified.
We took potential ethical issues and dilemmas into account in our design process and these are the ones we have identified.
Risks…
Risks…
Risks…
⏰ Outdated information
⏰ Outdated information
The presented information is not the latest data (outdated), it might be misleading.
The presented information is not the latest data (outdated), it might be misleading.
The presented information is not the latest data (outdated), it might be misleading.
De-sensitisation
De-sensitisation
The “hermit crab consequence video” shows negative impacts on marine life and might cause people's mental well-being and de-sensitisation.
* It did not happen in our testing.
The “hermit crab consequence video” shows negative impacts on marine life and might cause people's mental well-being and de-sensitisation.
* It did not happen in our testing.
The “hermit crab consequence video” shows negative impacts on marine life and might cause people's mental well-being and de-sensitisation.
* It did not happen in our testing.
⛑️ Safety concern
⛑️ Safety concern
As the testing locations differ, the participants might hit the surroundings while immersed in VR.
As the testing locations differ, the participants might hit the surroundings while immersed in VR.
As the testing locations differ, the participants might hit the surroundings while immersed in VR.
🛠️ Technical issues
🛠️ Technical issues
When leaving the “hermit crab consequence video room”, the screen went dark or started flickering, which caused motion sickness.
When leaving the “hermit crab consequence video room”, the screen went dark or started flickering, which caused motion sickness.
When leaving the “hermit crab consequence video room”, the screen went dark or started flickering, which caused motion sickness.
Mitigations
Mitigations
Mitigations
‼️ Disclaimer
‼️ Disclaimer
‼️ Disclaimer
As the testing locations differ, the participants might hit the surroundings while immersed in VR.
As the testing locations differ, the participants might hit the surroundings while immersed in VR.
As the testing locations differ, the participants might hit the surroundings while immersed in VR.
🥰 Happy ending with happy feelings
🥰 Happy ending with happy feelings
🥰 Happy ending with happy feelings
When leaving the “hermit crab consequence video room”, the screen went dark or started flickering, which caused motion sickness.
When leaving the “hermit crab consequence video room”, the screen went dark or started flickering, which caused motion sickness.
When leaving the “hermit crab consequence video room”, the screen went dark or started flickering, which caused motion sickness.