Mindscape VR
Overview
When I was volunteering at an old age home I realized that several mental health issues were commonly found in elderly. Upon researching I realized that VR is a great tool to improve their mental, cognitive and physical health at the same time. Hence, I created Mindscape VR, a platform which would be beneficial in combating these issues from the comfort of their surrounding.
Tools Used
Figma + Miro + Autodesk Maya + Substance Painter + Unreal Engine
Phase 1
Understanding the Problems faced by Elderly
Problem Space
According to WHO, over 20% of adults aged 60 and over suffer from a mental or neurological disorder. These are the reported cases taken on an average. The undiagnosed/unreported cases are much higher in number. Hence, addressing the problems which lead to a decline of mental health in elderly is quite important. The reasons are not constrained to social problems, it varies from physical problems, relationship in their lives, etc. Using VR, we can address these challenges by creating an interactive platform and expose them to therapeutic experiences.
How might we use virtual reality technology to create personalized and interactive experiences that address the challenges of cognitive decline, loneliness, and limited mobility among the elderly and improve their well-being
The Process
Research
User Interviews
I conducted in-person interviews with a diverse group of elderly people, ranging from independent seniors to those residing in assisted living facilities. I also, explored and enquired about their daily routines, hobbies, challenges, experiences with technology and mental and physical well-being. Amongst this, I also talked to them about their desires in life, what could help make them feel fulfilled, etc.
Observational Research
I visited senior centers and old age homes to observe elderly people- their daily activities, interactions with technology, physical challenges and understand their problems and observe how they interact with each other as well as the environment.
Secondary Research
I studied existing research on the benefits of VR and how it has been helping elderly people and the mental health niche in general. I also explored topics on the potential pitfalls as well as strategies on how to make its impact effective
Analyzing the Competition
To understand the market better, I started to analyze the existing VR apps for mental health and apps that focus on impoving lives of the elderly. I researched on what these companies offer, their position in the market, their target audience, how they provide the service, the management, among others. It was an interesting insight about the industry and how it has affected the lives of the elderly. It also helped me better understand the challenges faced by the product and the users as well as the positive side of it
Key Insights (Affinity Map)
Brainstorming
Features In-depth Ideation
User Persona
Our target audience consists of elderly people above the age of 60 years
Build in progress on Unreal Engine
Final Build