Improving Wellbeing Through VR Therapy


IITH Project

Course: Design Process and Methodology (3 Credits) Duration: 3 weeks (Nov-Dec 21)

My Role: UX Designer worked in a group of 5. I was responsible to conduct research, ideate, and creating interaction design.

Problem Brief

Man is a social animal and very few can survive the isolation that WFH offers. Working in solitude can be disconcerting. This is especially true for the millennial generation who are dependent on colleagues for company and friendship to a large extent. 19% of WFH employees reported extreme loneliness and isolation. Loneliness can become chronic and cause deterioration of mental health as much as a physical ailment. The temporary reality of isolation has been causing breakdown that ranges from mild to severe in some cases.


The family man also faces a unique set of problems. The work life balance is almost non-existent when WFH kicks in. There is no switching off and the employee is accessible at all hours. Increasing number of workers have reported that they have no fixed work hours. Workloads have increased and the mid-level executive has borne the brunt.


Families cooped up at home with zero entertainment have led to a spate of domestic issues as frustration, depression and anxiety rules the roost. The strain of extra work loads within the disrupted chaos of family life has created havoc. Breakdowns amongst employees have been rampant and there has been an exponential increase in domestic violence as the office becomes virtual, and employees have no personal time or space.


Challenge: Aim is to observe and understand the needs of end-users who are WFH and curate a product which that improves lives in terms of ‘Mental health & Well-being’.

Design Process & Methodology

Secondary Research

Primary Research

Empathise

List of Ideas brainstormed
  • Metaverse - Virtual Reality experience
  • Ability to donate
  • Mood board
  • Gamify the experience
  • Reminders to take breaks
  • Reward system for progress made
  • Badges to acknowledge
  • Games
  • Limiting screen time
  • Story telling
  • Water intake reminders
  • Motivate to maintain a familiar routine
  • Sleep reminders etc.

Adobe XD was used for designing Hi-Fi mockups and we used a Plugin DraftXR to create VR mock ups

Conclusion

Virtual reality can transform the way we take care of our well-being and mental health. VR solutions are intuitive and opens a new arena for creating solutions other than the world of apps.