Timeline

November 2022-February 2023

client

Academic

Type

HCI Lab Design Research

team

CMU eHeartlab: 1 Principal Investigator, 2 UX Designers, 1 UX researcher

Tools

Oculus VR

My Role

1-Led the user research and secondary research 2-Designed interactions on Meta Horizon Worlds

Timeline

November 2022-February 2023

client

Academic

Type

HCI Lab Design Research

team

CMU eHeartlab: 1 Principal Investigator, 2 UX Designers, 1 UX researcher

Tools

Oculus VR

My Role

1-Led the user research and secondary research 2-Designed interactions on Meta Horizon Worlds

Timeline

November 2022-February 2023

client

Academic

Type

HCI Lab Design Research

Tools

Oculus VR

My Role

1-Led the user research and secondary research 2-Designed interactions on Meta Horizon Worlds

Overview
Overview

Background

I joined this project at Carnegie Mellon University's eHeartlab as a graduate VR experience designer. The first VR prototype was already developed before my joining the team. I focused on design iterations by conducting user testing and interviews with the team.

Background

I joined this project at Carnegie Mellon University's eHeartlab as a graduate VR experience designer. The first VR prototype was already developed before my joining the team. I focused on design iterations by conducting user testing and interviews with the team.

Background

I joined this project at Carnegie Mellon University's eHeartlab as a graduate VR experience designer. The first VR prototype was already developed before my joining the team. I focused on design iterations by conducting user testing and interviews with the team.

Mission

1

How might we use VR to support positive attitude change for language learners?

Mission

1

How might we use VR to support positive attitude change for language learners?

How Might We

1

How might we use VR to support positive attitude change for language learners?

solution

VR as a collaborative language learning playground

We designed a game in Meta's Horizon Worlds where English as Second Language (ESL) speakers work together to create collaborative narratives.

solution

VR as a collaborative language learning playground

We designed a game in Meta's Horizon Worlds where English as Second Language (ESL) speakers work together to create collaborative narratives.

Solution

VR as a collaborative language learning playground

We designed a game in Meta's Horizon Worlds where English as Second Language (ESL) speakers work together to create collaborative narratives.

01/ Main Features
01/ Main Features
01/ Main Features
FEATURE 1- Campfire

Fueling growth mindset through visualization

All interactions are designed to encourage the user’s learning process. For example, main fire grows larger providing positive feedback to users.

FEATURE 1- Campfire

Fueling growth mindset through visualization

All interactions are designed to encourage the user’s learning process. For example, main fire grows larger providing positive feedback to users.

FEATURE 1- Campfire

Fueling growth mindset through visualization

To engage users, we leveraged familiar elements from games, such as conversational UI and onboarding prologue.

FEATURE 2-Empowering Users

Maximizing learner agency through scaffolding

To boost learner agency, we designed 3 types of scaffolding interactions to empower users to navigate through challenges in the game.

FEATURE 2-Empowering Users

Maximizing learner agency through scaffolding

To boost learner agency, we designed 3 types of scaffolding interactions to empower users to navigate through challenges in the game.

FEATURE 2-Empowering Users

Maximizing learner agency through scaffolding

To boost learner agency, we designed 3 types of scaffolding interactions to empower users to navigate through challenges in the game.

For example, this clickable mushrooms were designed enable users to guess the meaning of the word instead of directly asking other players for help.

For example, this clickable mushrooms were designed enable users to guess the meaning of the word instead of directly asking other players for help.

FEATURE 3-Social VR

"Togetherness" to encourage positive attitudes

Targeting a positive attitudinal change, our gamification strategy focused on fostering collaboration instead of competition.

FEATURE 3-Social VR

"Togetherness" to encourage positive attitudes

Targeting a positive attitudinal change, our gamification strategy focused on fostering collaboration instead of competition.

FEATURE 3-Social VR

"Togetherness" to encourage positive attitudes

Given our target's short attention spans, we used a variety of gesture- and sensor-based interactions to keep them engaged.

FEATURE 4- Rewards

Manifestation of collaborative achievement

Campfire, book, and staircases were metaphorically used to imbue a sense of accomplishment. When the storytelling activity is completed, a book appears as a trophy and physical manifestation of their collaborative efforts and achievement.

FEATURE 4- Rewards

Manifestation of collaborative achievement

Campfire, book, and staircases were metaphorically used to imbue a sense of accomplishment. When the storytelling activity is completed, a book appears as a trophy and physical manifestation of their collaborative efforts and achievement.

FEATURE 4- Rewards

Manifestation of collaborative achievement

Given our target's short attention spans, we used a variety of gesture- and sensor-based interactions to keep them engaged.

02/ Problem Space
Problem Space

How might we use VR to support positive attitude change for language learners?

What are VR's potentials to reduce negative emotions and promote social interactions among second language learners?

Problem Space

How might we use VR to support positive attitude change for language learners?

What are VR's potentials to reduce negative emotions and promote social interactions among second language learners?

Problem Space

How might we use VR to support positive attitude change for language learners?

What are VR's potentials to reduce negative emotions and promote social interactions among second language learners?

Theoretical Framework

From social psychology to language education

Our project derived frameworks and terms from social psychology, linguistic pedagogy, growth mindset, attitude change, and intrinsic motivation studies.

Theoretical Framework

From social psychology to language education

Our project derived frameworks and terms from social psychology, linguistic pedagogy, growth mindset, attitude change, and intrinsic motivation studies.

Theoretical Framework

From social psychology to language education

Our project derived frameworks and terms from social psychology, linguistic pedagogy, growth mindset, attitude change, and intrinsic motivation studies.

VR for

education

Sociali-zation

Intrinsic

motivation

Socialization

VR for

education

Intrinsic

motivation

03/ Research & Data Collection
Research Methods

Participatory Design

Taking a participatory design method, we iterated our VR interactions by conducting playtests with our target users. 11 participants were recurited for our play tests.

Research Methods

Participatory Design

Taking a participatory design method, we iterated our VR interactions by conducting playtests with our target users. 11 participants were recurited for our play tests.

Research Methods

Participatory Design

1

Participants

1

Participants

1

Participants

2

Processs

2

Processs

2

Processs

3

Duration

3

Duration

3

Duration

Data Analysis

Quantitative & Qualitative Data Analysis

Both quantitative and qualitative data were analyzed after surveys, playtests, and interviews.

Data Analysis

Quantitative & Qualitative Data Analysis

Both quantitative and qualitative data were analyzed after surveys, playtests, and interviews.

Data Analysis

Quantitative & Qualitative Data Analysis

1

Qualitative Data

1

Qualitative Data

1

Qualitative Data

2

Quantitative Data

2

Quantitative Data

2

Quantitative Data

04/ Design Iterations
challenge 1 - Immersiveness

Increasing the sense of presence

challenge 1 - Immersiveness

Increasing the sense of presence

CHALLENGE 1 - Immersiveness

Increasing the sense of presence

User Test Discovery

1

Lack of immersion

Participants reported a distraction due to verbal instructions given by the researchers during the VR experience.

1

Lack of immersion

Participants reported a distraction due to verbal instructions given by the researchers during the VR experience.

1

Lack of immersion

Participants reported a distraction due to verbal instructions given by the researchers during the VR experience.

After

1

Increased immersion

Based on the user feedback, we added "welcome boards" which shows individual user name for personalized feelings and provided non-verbal guide without distractions.

1

Increased immersion

Based on the user feedback, we added "welcome boards" which shows individual user name for personalized feelings and provided non-verbal guide without distractions.

1

Increased immersion

Based on the user feedback, we added "welcome boards" which shows individual user name for personalized feelings and provided non-verbal guide without distractions.

challenge 2- User Navigation

Improving Usability and Navigation

challenge 2- User Navigation

Improving Usability and Navigation

CHALLENGE 2- Usability & navigation

Improving Usability and Navigation

User Test Discovery

User Test Discovery

1

Log

There was feedback on visibility of vocabulary on the logs. Some participants found it uncomfortable to twist the log with VR controllers to identify the word written on the bottom.  

1

Log

There was feedback on visibility of vocabulary on the logs. Some participants found it uncomfortable to twist the log with VR controllers to identify the word written on the bottom.  

1

Log

There was feedback on visibility of vocabulary on the logs. Some participants found it uncomfortable to twist the log with VR controllers to identify the word written on the bottom.  

2

Staircase

Also, some participants reported the diffulty of going up the curvy staircase. We also observed some falling off the stairs, which can provoke feelings of frustration and failure.

2

Staircase

Also, some participants reported the diffulty of going up the curvy staircase. We also observed some falling off the stairs, which can provoke feelings of frustration and failure.

2

Staircase

Also, some participants reported the diffulty of going up the curvy staircase. We also observed some falling off the stairs, which can provoke feelings of frustration and failure.

After

1

Increased usability and navigation

To increase the visibility and usability, we relocated the vocabulary to the horizontal side of the log. Additionally, we updated the staircase to a straight version.

1

Increased usability and navigation

To increase the visibility and usability, we relocated the vocabulary to the horizontal side of the log. Additionally, we updated the staircase to a straight version.

1

Increased usability and navigation

To increase the visibility and usability, we relocated the vocabulary to the horizontal side of the log. Additionally, we updated the staircase to a straight version.

challenge 3 - Applying education

Applying Scaffolds for Learning

challenge 3 - Applying education

Applying Scaffolds for Learning

CHALLENGE 3-Scaffolds

Applying Scaffolds for Learning

User Test Discovery

1

Lack of learner agency

Some users showed the willingness to seek clarification about unfamiliar words inside the VR, such as how to use them in a sentence or about their syntactic categories.

1

Lack of learner agency

Some users showed the willingness to seek clarification about unfamiliar words inside the VR, such as how to use them in a sentence or about their syntactic categories.

1

Lack of learner agency

Some users showed the willingness to seek clarification about unfamiliar words inside the VR, such as how to use them in a sentence or about their syntactic categories.

Scaffolds Re-designed

1

Listen to the pronunciation

According to the contiguity principle of multimedia learning, we added pronunciation of the words adjacent to the vocab text as an interactable mushroom. Users can touch the mushroom to listen to the pronunciation.

1

Listen to the pronunciation

According to the contiguity principle of multimedia learning, we added pronunciation of the words adjacent to the vocab text as an interactable mushroom. Users can touch the mushroom to listen to the pronunciation.

1

Listen to the pronunciation

According to the contiguity principle of multimedia learning, we added pronunciation of the words adjacent to the vocab text as an interactable mushroom. Users can touch the mushroom to listen to the pronunciation.

2

Listen to the word within the context

A "mushroom field" was designed where users can find tips. The color of each mushroom corresponds to the color of the mushrooms on the logs. By touching the same colored mushroom, they can hear the word in a sentence, helping them understand the meaning of the word based on the context.

2

Listen to the word within the context

A "mushroom field" was designed where users can find tips. The color of each mushroom corresponds to the color of the mushrooms on the logs. By touching the same colored mushroom, they can hear the word in a sentence, helping them understand the meaning of the word based on the context.

2

Listen to the word within the context

A "mushroom field" was designed where users can find tips. The color of each mushroom corresponds to the color of the mushrooms on the logs. By touching the same colored mushroom, they can hear the word in a sentence, helping them understand the meaning of the word based on the context.

3

Ring the bell for a direct explanation 

We installed a "metal bell" for users who still have difficulty understanding or guessing the meaning. They can ring the metal bell to summon an actual NPC, who will explain the word's meaning.

3

Ring the bell for a direct explanation 

We installed a "metal bell" for users who still have difficulty understanding or guessing the meaning. They can ring the metal bell to summon an actual NPC, who will explain the word's meaning.

3

Ring the bell for a direct explanation 

We installed a "metal bell" for users who still have difficulty understanding or guessing the meaning. They can ring the metal bell to summon an actual NPC, who will explain the word's meaning.

04/ Impact

45.5%

Felt more comfortable
speaking in English

Felt more comfortable
speaking in English

54.6%

Found it more effective
than traditional methods

Found it more effective
than traditional methods

The majority of participants reflected positively on the social aspect of the activity, including feeling more comfortable in practicing English and enhancement in language learning compared to traditional methods.

The majority of participants reflected positively on the social aspect of the activity, including feeling more comfortable in practicing English and enhancement in language learning compared to traditional methods.

05/ Takeaways

1

Learning from Users

During this project, we took the participatory design method. Conducting multiple playtests and implementing findings from the tests taught me how to iterate designs and make it more user-friendly.

1

Learning from Users

During this project, we took the participatory design method. Conducting multiple playtests and implementing findings from the tests taught me how to iterate designs and make it more user-friendly.

1

Learning from Users

During this project, we took the participatory design method. Conducting multiple playtests and implementing findings from the tests taught me how to iterate designs and make it more user-friendly.

2

Theory into Practices

2

Theory into Practices

2

Theory into Practices

3

How to Code in VR

3

How to Code in VR

3

How to Code in VR