Unwind VR Part II: Understanding our Users

Ming Wei Chan
PwC Virtual Studios
3 min readSep 4, 2018

This is the second part of a series about the design of UnwindVR.

Final wireframes

In mid-2016, PwC Virtual Studios produced an array of prototypes, one of which aimed to tackle the issue of mental health in the workplace. It enabled workers to step out of the reality of a potentially stressful and anxiety-inducing workplace at their convenience. We called it Unwind VR.

Initial Prototype

At the start of the year, one of the team had created a proof on concept on meditation in VR using breathing techniques.

Our Goals

  1. Create a visual design that reflects and ties together the 3D content
  2. Create a new experience called Savannah that would test our hypothesis on a more realistic environment
  3. Redo the UI so that the it would be a seamless invisible transition into the VR modules

User Research around Meditation

The first activity we did was to ask a variety of people their thoughts and behaviours surrounding meditation. What was different about a working life that makes meditation appealing?

Our hypothesis around user personas:

  • Stressed workers would like a way to calm themselves before high pressure situations (such as a presentation, client meeting, salary negotiation etc)
  • People who already meditated but wanted a way to escape the office environment
  • Those who are less interested in meditation but want to try VR technology in the office

We conducted qualitative research on 7 participants, and here are some of the findings:

Reasons for Meditating

  • Meditation to get to sleep
  • Meditation to keep personal and professional stresses at bay
  • Meditation to escape from the hustle and bustle or everyday life
  • Meditation to train your brain

Personas

Our users tended to be:

  • an equal split between male and female
  • time-poor
  • conscientious and career-oriented

Here’s a breakdown into the types of people we encountered:

Key Insights from User Testing of Initial Prototype

  1. Users couldnt tell what was a breathing cue? And were confused on what the measuring was for.
  2. Lotus experience was good but too simple, and abstract. The motion of the petals was confusing and too rapid.

This story was re-appropriated from my portfolio. For more content like this, see www.manglerot.com

Continue your reading with Part III:

--

--