[Case 01]

Designing Calm: UX Guidelines for Therapeutic VR

Healthcare / Mental Health

Enhancing Therapeutic VR Experiences

Nature-Inspired Virtual Environments

[Project Overview]

My thesis investigated how UX design principles can optimize therapeutic virtual reality experiences. The project focused on the NaturalVR application, created by a laboratory, designed to promote relaxation and well-being in hospital settings. The main goal was to create UX guidelines to inform future projects.

[Problem Statement]

Hospital environments often generate anxiety, stress, and discomfort. The NaturalVR application had usability, user control, and interface clarity limitations that compromised its therapeutic potential. The challenge was to rethink the experience to enhance comfort, accessibility, and clinical effectiveness, while generating guidelines for future therapeutic VR solutions.

[Industry]

Healthcare / Mental Health

[My Role]

UX Researcher & Designer

[Platforms]

Meta Quest 2 (VR)

[Timeline]

October 2024 – July 2025

[Persona 1]

Rute Oliveira

Adult Hospitalized Patient

Active professional currently on work leave due to hospitalization. Has a history of intense mood episodes and cognitive changes.

Age: 37

Location: Porto

Tech Proficiency: Moderate

Gender: Female

[Goal]

Reduce anxiety and stress during hospitalization.

Experience moments of calm and restoration.

Access an intuitive and comfortable VR solution.

[Frustrations]

Lack of natural stimuli in hospital environments.

Little control over the VR experience.

Physical discomfort with the interface.

[Process]

[01] User Research

Literature review based on biophilia, SRT, and ART.

Informal session with 15 mental health professionals (focus group attempt).

Observations of 19 hospitalized patients using NaturalVR.

[01] User Research

Literature review based on biophilia, SRT, and ART.

Informal session with 15 mental health professionals (focus group attempt).

Observations of 19 hospitalized patients using NaturalVR.

[01] User Research

Literature review based on biophilia, SRT, and ART.

Informal session with 15 mental health professionals (focus group attempt).

Observations of 19 hospitalized patients using NaturalVR.

[02] Insights

Need for greater user control (clear navigation, feedback).

Importance of multisensory stimulation (sound, humanized voice, potential olfactory input).

Interface needed changes before adapting to clinical context.

[02] Insights

Need for greater user control (clear navigation, feedback).

Importance of multisensory stimulation (sound, humanized voice, potential olfactory input).

Interface needed changes before adapting to clinical context.

[02] Insights

Need for greater user control (clear navigation, feedback).

Importance of multisensory stimulation (sound, humanized voice, potential olfactory input).

Interface needed changes before adapting to clinical context.

[03 Design Solution]

UI redesign based on Nielsen + VR-specific heuristics.

Creation of personas, empathy maps, and customer journey maps.

Development of UX guidelines for usability, accessibility, and therapeutic personalization.

[03 Design Solution]

UI redesign based on Nielsen + VR-specific heuristics.

Creation of personas, empathy maps, and customer journey maps.

Development of UX guidelines for usability, accessibility, and therapeutic personalization.

[03 Design Solution]

UI redesign based on Nielsen + VR-specific heuristics.

Creation of personas, empathy maps, and customer journey maps.

Development of UX guidelines for usability, accessibility, and therapeutic personalization.

[04] Testing & Iteration

Heuristic evaluation by two researchers.

Usability testing with 19 participants (UEQ + direct observation).

Iterative refinement based on qualitative and quantitative results.

[04] Testing & Iteration

Heuristic evaluation by two researchers.

Usability testing with 19 participants (UEQ + direct observation).

Iterative refinement based on qualitative and quantitative results.

[04] Testing & Iteration

Heuristic evaluation by two researchers.

Usability testing with 19 participants (UEQ + direct observation).

Iterative refinement based on qualitative and quantitative results.

[Outcome]

Highly positive evaluations across all UEQ dimensions (> 2.5).
Identification of critical improvements for user comfort and control.
Generation of UX guidelines for therapeutic VR environments, applicable to future projects.

[Key Learnings]

User control is crucial

enhances security and comfort in VR.

User control is crucial

enhances security and comfort in VR.

User control is crucial

enhances security and comfort in VR.

Multisensory design enhances therapy

sounds, humanized voice, and natural stimuli amplify restorative effects.

Multisensory design enhances therapy

sounds, humanized voice, and natural stimuli amplify restorative effects.

Multisensory design enhances therapy

sounds, humanized voice, and natural stimuli amplify restorative effects.

Empathy drives better solutions

involving patients and professionals in the design process leads to more effective experiences.

Empathy drives better solutions

involving patients and professionals in the design process leads to more effective experiences.

Empathy drives better solutions

involving patients and professionals in the design process leads to more effective experiences.

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