An immersive virtual reality integrated web app to help users overcome social fears.

An immersive virtual reality integrated web app to help users overcome social fears.

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.

Year

2025

Year

2025

Year

2025

Client

Feraless VR

Client

Feraless VR

Client

Feraless VR

My Role

Product Designer

My Role

Product Designer

My Role

Product Designer

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.

Think Aloud Protocol

We chose the think-aloud protocol for our usability testing, conducting sessions where participants verbalized their thoughts as they performed tasks, to gain detailed insights into the user experience.

Participants

We recruited 10 undergraduate and graduate students, representing the platform's target audience, to assess usability across different academic levels.

Session Setup

Each session, lasting 30-45 minutes, was conducted in person or remotely, with participants using their own devices for a realistic testing environment.

Tasks

Task 1: Sign up for a free account and upload a resume.

Task 2: Join a community and add it to the profile.

Task 3: Post a poll within the joined community.

Level of success measurement

Success with major issues

Success with minor issues

Success

Task 1 usability issues

Difficulty in locating the 'Upload Resume' option, no confirmation after uploading, and no auto fill info based on resume.

Usability Issues & Success Rates

Task 1 success rate:

Task 2 & 3usability issues:

Confusion about community features, no membership confirmation, & unclear visibility options for posting polls.

Task 2 success rate:

community.png

Task 3 success rate:

Picture1.png

System Usability Scale (SUS) Evaluation

The System Usability Scale (SUS) was employed to quantitatively assess the usability of the CN ePortfolio platform. The SUS consists of ten statements rated on a scale from 1 (strongly disagree) to 5 (strongly agree), allowing participants to express their perceptions of the platform’s usability. The overall SUS score for the CN ePortfolio platform was calculated at 53.3, suggesting considerable room for improvement in user experience and interface design.

53.3

The Design Process

  1. Empathize

  2. Define

  3. Ideate

  4. Prototype

  5. 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

Virtual Reality Simulation

Virtual Reality Simulation

Gamification of trainings

Gamification of trainings

Interactive courses

Interactive courses

Augmented reality environments

Augmented reality environments

VR group therapy

VR group therapy

Mobile app for speech recognition

Mobile app for speech recognition

Chatbot

Chatbot

Exposure therapy

Exposure therapy

Storyboarding

User Flow

04 Prototype

Create Ground

Send Gesture

Personalized

Avatar

# Home Screen

# Chat Screen

Draw together

# Add Mood

# My Profile

Create Ground

Shared Calendar

Wireframes

Structure and flow of the design solution

Wireframes

Structure and flow of the design solution

Wireframes

Structure and flow of the design solution

Wireframes

Final Product in VR

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.

Explore

􀎭

Home

Store

Events

Games

Devices

Settings

Explore

􀎭

Home

Store

Events

Games

Online Courses

Chatbot

Devices

Settings

Problem identified: Users felt that the app is little overwhelming and its hard to figure out the navigation as a new user.

Solution: Introducing the chatbot feature to help navigate the app.

Problem identified: In the initial VR prototype, users had to open the menu and then end the activity which was difficult for the users.

Solution: The prototype was re-iterated to have the end sticking to the environment below the Menu and Exit

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.

Janmashtami Celebration

Janmashtami Celebration

Smile tracking eye glasses

Smile tracking eye glasses

Hand tracking filter

Hand tracking filter

Ground Tracking

Ground Tracking

Flower shop visiting card

Harry potter escape room

Close-up portrait of a person

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©2025 Padmavathy Kandasamy

Saturday, 4/12/2025

Close-up portrait of a person

Like my work!
Let's connect!

©2025 Padmavathy Kandasamy

Saturday, 4/12/2025

Close-up portrait of a person

Like my work!
Let's connect!

©2025 Padmavathy Kandasamy

Saturday, 4/12/2025