Many individuals struggle with anxiety and lack of confidence in social settings, yet few effective tools exist to address these issues in real-world situations. As a UX Designer at Indiana University, I had the opportunity to work on this project, leading the user research, prototyping, and usability testing efforts.
Problem
"How can we create a supportive environment that helps individuals confront and overcome their fears effectively?"
Background
Fearless VR was designed to address the social fears that students go through in their everyday life. At the end of the study, Students have agreed that Fearless VR increased their confidence in public speaking, measured through pre- and post-training surveys.
The Design Process
Empathize
Define
Ideate
Prototype
Test
01 Empathize
Primary Focus Areas for Research Discovery
What influences people's self-esteem levels?
How do these fears affect their daily lives?
How do people typically cope with these fears?
Qualitative Research
User research revealed that individuals with social anxiety often show shyness, avoidance behaviors, and varied coping strategies. Preparation significantly affects presentation performance, with fear of judgment being a common trigger. Supportive environments and gradual exposure are effective strategies.
Quantitative Research
Common triggers for presentation and socializing include fear of judgment.
Small successes in public speaking helps increase confidence over time.
Adequate preparation and practice were seen as helpful strategies.
02 Define
Empathy Mapping
User persona
03 Ideation
Storyboarding
04 Prototype
Wireframes
05 Testing
I conducted user testing and think aloud sessions with the low fidelity prototypes. I tested the app prototype with 3 users to test the flow and improve on the design and features, and then I also tested the VR prototype with the same users to improve the whole user experience. I identified some usability issues and re-iterated the prototype.
Challenges, Learnings, and Future Improvements
Both the web application and the final VR product of Fearless VR was tested with the users. While many users appreciated the immersive experience and felt it would effectively help them confront their fears, some expressed concerns about the application's personalization features. Users desired more control over the scenarios and progression, as well as options to customize their experience based on specific fears. One of the main challenges faced was ensuring the VR content was engaging and diverse enough to retain users over time. Additionally, creating a supportive yet challenging environment without causing distress was a delicate balance. From this project, I learned the importance of thorough user research and testing, particularly in understanding user preferences and the psychological impact of VR environments. In hindsight, if I had more time I would have focused more on prototyping a broader range of customizable scenarios to better adapt to users' evolving needs.