Batsy's Heroic Adventures

Course: Virtual Environments

Designing a VR Experience to Create Empathy for Bats

Project Overview

About the Opportunity

The Big Problem

Since the COVID-19 pandemic, there has been a rise in attempts to eradicate bat populations, driven by unfounded fears about disease transmission.

According to AustinBats.org,
"Bats are America's most rapidly declining and threatened warm-blooded animals. Alarming losses of free-tailed bats have been reported though their population status is inadequately monitored. Even the Congress Ave. Bridge bats appear to be in decline."

So, this project was inspired by the need to raise empathy for bats and their environmental importance. My team and I were also based in Austin, dubbed as the "City of Bats" as a reference to the 1.5 million winged creatures living near the Congress Avenue Bridge.

Project Overview

Role & Team

UX Methods I Used

I  worked as the Lead UX Researcher on this project alongside Ishita, Amanda, Fanyi and Soojin.

Research phase:
• Academic literature review
• User journey maps
• Usability testing
• Data analysis

Design phase:
• Storyboards
• UX writing
• Wireframing
• Prototyping

Tools

Timeline

Canva, Unity, Figma, Qualtrics

Fall 2022 (8 weeks - October to December)

Problem Statement

"How to help people empathize with bats and reduce the irrational fear resulting from the COVID- 19 pandemic?"

Project Roadmap

UX Roadmap

01
Empathize

Secondary research to understand bats' contributions to our ecological balance
• Examining attitudes towards bats

02
Ideate

•  Exploring storytelling avenues in VR
• Storyboarding to clarify different aspects of the experience

03
Prototype

• Designing a mid-fi prototype in Unity3D
• Creating hi-fi prototype to test with users

04
Test

• Designing a questionnaire to capture thoughts and feedback
• Inviting peers to test the experience

Since our project involved information architecture that needed to be tested for an exhibit, we employed the agile design methodology. This iterative process helped us seamlessly combine the multiple layers (the content research, the application and the 3D rendering of the space) crucial for the objectives we set out during ideation.

Sneak Peak

  1. Onboarding
  2. Discovery & Reservations for interesting exhibits
  3. The AR Token Game & Rewards
  4. Detailed Content & Audio Guides
  5. AR Enhanced Memories for sharing on social media
  1. Onboarding
  2. Discovery & Reservations for interesting exhibits
  3. The AR Token Game & Rewards
  4. Detailed Content & Audio Guides
  5. AR Enhanced Memories for sharing on social media

Click on the ethereal gaming world below to play my VR game.

Research & Empathize

1. Empathize

In what ways do bats contribute to humans and the environment?

To better understand the problem space, I researched the environmental role of bats and reviewed studies on how virtual environments can be designed to combat fears related to animals.

01
Bats reduce the use of pesticides by killing harmful pests.

They save farmers a billion dollars annually in avoided pesticide use by intercepting migrating pests, and reducing egg-laying on crops. They're responsible for pollination and seed dispersal, such as the blue agave.

02
Bats are responsible for pollination and seed dispersal of plants like the blue agave.
03
Bats carry no more diseases than other animals.

Misconceptions about bats are abundant. Bats are not more contaminated than other wild animals. However, unfounded speculations combined with misleading research only strengthen the stigma against them.


Examining Attitudes aka Painpoints

How do people view bats? What attitudes do they hold about the animal?

I surveyed my classmates to understand common perceptions of bats and to clarify our target audience.
Here are real quotes from Austinites:

Ideation & Brainstorming

2. Ideation

What guiding principles can we derive from our initial research for VR design?

The pain points made it clear that a lot of the stigma surrounding bats was about how scary they are. It is difficult to empathize with a creature that one is scared of. That became our guiding principle.

Our initial idea centered on a "Day in the Life" narrative. The experience would take the user through multiple activities that bats engage in, making them aware of their importance and the perils they face. However, further brainstorming sessions made us realize that a gamified experience would be better and we spent time exploring this further.


Insights from Academic Research

1

Proteus Effect

When participants embody the avatar of a bat or watch a 360-degree documentary about bats, they are more likely to empathize with the species.  Empathizing with other animals allows us to deconstruct the anthropocentric viewpoint we have all learned growing up. This formed the backbone of our idea.

2

Bodily Ownership

When participants embody virtual avatars radically different from their own bodies, they report strong feelings of immersion, presence, and ownership over their virtual bodies. Strong effects of bodily ownership can cause profound changes in the users’ emotions and behavior.

3

Empathy in VR

If a user has the avatar of an animal, they will attempt to think and act like that animal thus developing empathy. VR games have been used in the past to create empathy for others. Thus, there is an immense possibility for increased empathy for the avatar inhabited.

Storyboarding:
The Game's Basic Challenge

The team settled on a game idea where the objective would be to capture as many mosquitoes as one can while embodying a bat. The bat would capture mosquitoes placed around its path and help the humans in this way.

Deciding on the Equipment

I decided to use the Meta Quest 2 because it is user-friendly, affordable and widely available.
Unlike the Rift, it doesn’t tether the user with a wire and also offers accurate motion tracking and a higher refresh rate, enhancing immersion while minimizing motion sickness.


Lo-Fi Sketches


Figure 1
- The game flow and mechanics of the avatar


An important point of contention was how the user would embody the agent. Our secondary research suggested that first-person embodiment results in the highest levels of IVBO (Illusion of Virtual Body Ownership), but this would not give us the desired results in terms of empathizing with the avatar, as the user can't see it.

Another approach would be having the user follow the avatar in a third-person POV. This would result in increased empathy, but lessened IVBO.






We decided to come up with a hybrid POV (point-of-view) approach. The camera would be positioned slightly above the bat, allowing for the user to see the bat as it moves around, but not be too divorced from the game as a third-person POV.

3. Prototype


Mid-Fi Game Version

The mid-fi prototype featured an urban forest with a freely moving bat character. It also featured mosquitos that could be 'caught' by pressing a button on the Oculus controller. However, it presented the risk of simulator sickness due to the height of the bat asset and the unobstructed pathway.

⬤ Female/19/Younger siblings
⬤ Male/23
⬤ Female/26
⬤ Female/26
Male/28
⬤ Male/40
⬤ Male/41
⬤ Female/49/Parent
Female/65/
Grandparent

User Journeys

By imagining our intended audiences, we adapted our product to suit how the physical space, the application and interpersonal would impact user experience.

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Wireframing & Prototyping

Sketching

The initial wireframes drawn on paper for understanding the flow of the game and the features and characters we wanted to add to it. Some ideas included pleasant background music to set the mood and a 'snap' sound and haptic feedback on successfully catching mosquitoes.

An important point of contention was how the user would embody the agent. Our secondary research suggested that first-person embodiment results in the highest levels of IVBO (Illusion of Virtual Body Ownership), but this would not give us the desired results in terms of empathizing with the avatar, as the user can't see it. Another approach would be having the user follow the avatar in a third-person POV. This would result in increased empathy, but lessened IVBO.


Hi-Fi Game Version

We decided to come up with a hybrid POV (point-of-view) approach. The camera would be positioned slightly above the bat, allowing for the user to see the bat as it moves around, but not be too divorced from the game as a third-person POV.

Physical Space

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For the physical space, I researched Islamic architecture to inform the aesthetic of our imagined physical space. Based on my content research, my team calculated the footfall of the Austin Public Library and sketched out rooms with various ways of organizing information. These sketches were later visualized through AutoCAD.

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Hi-Fi Prototype

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Usability Testing

4. Test

A VR showcase was held at the University of Texas at Austin where students and faculty could try out different projects.

Research Question

The research questions that guided my user testing were based on the literature review conducted earlier.
I created a pre- testing and a post-testing questionnaire to understand the following:
How does immersion impact empathy-building in users?

Users were asked to rate feelings of self presence, spatial presence and empathy on a Likert scale of 1 to 5.
A total of 22 people took the survey.

Self-presence

66%

Average self-presence score

72%

felt the avatar "represented them".

77%

Felt that “When something happens to my avatar, it was happening to me”

59%

Felt like they were “able to control the avatar as though it were my own”

Spatial presence

80%

Average spatial presence score

91%

felt they were inside the virtual world.

86%

Felt “ as if I was visiting another place”

91%

Felt “like I could reach out and touch the objects in VR”

Empathy

77%

Average empathy score

73%

felt compassion for Batsy.

72%

People “imagined to be in Batsy’s situation”

59%

People “felt protective towards Batsy”

Behavior Engagement

77%

Average Behavior Engagement score

73%

felt that their avatar represented them.

73%

Felt that “When something happens to my avatar, it was happening to me”

73%

felt that “ I was able to control my avatar as though it were my own”

A participant trying our VR game

Can VR Make Users Feel More Empathic Towards Bats?


The game boosted empathy and improved attitudes toward bats in 10 people (48%) participants:
3 became more positive than positive,
3 became more positive than neutral, and
3 became more positive than negative.

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Notable Quotes

"I have been unsure about the utility of VR for dealing with social issues. However, this game has given me a more moderated perspective. I still think that the VR hardware itself can be made more accessible".
"I am still a bit scared of bats but I now realize that they’re just like any other animal".

Insights


The game doesn’t test whether the user has understood the controls.


Action #1:
Create a help directory that remains accessible through the main menu and throughout the game.


Action #2:
Add a tutorial that verifies whether the user has understood the controls. This tutorial should be optional
.


The game can be further expanded to accommodate intended storylines and actionable advice.


Action #1:
Add more levels, such as the Texas Freeze, to add to the replayability and complexity of the game.


Action #2:
Add resources on bat conservation efforts to contribute in whatever way possible


The game is not the most accessible to people with disabilities and people from other linguistic backgrounds


Action #1:
Allow transition to voice input


Action #2:
Give the option to choose other languages to play in.


Action #3:
Add audio directions for users who cannot read.

The incorporation of the first-person perspective helps people go through the daily experiences of bats and gives them a better understanding of their experiences.

The game is easy to follow, and the controls are intuitive. The color scheme enables users to distinguish targets from other objects. The storyline is also well-developed enough to incite empathy and interest.

The preset path is perfect for completely diminishing VR sickness in most users. It allows for ease of access to targets.

People find it easier to empathize with simpler, animated faces as opposed to realistic and detailed ones. The choice of the cute bat avatar and corresponding world-building evoke warmth and compassion for the bat

Mid-fi Prototyping & Usability Testing

On the basis of lo-fi feedback, we created an updated mid-fi Figma prototype:

Mid-fi Usability Testing

We conducted mid-fi testing right after spring break to further develop our phone app and to understand user behaviors at in-person exhibits

Object of inquiry

Method

Takeaway 1

Nomenclature: The names of several pages confused users, e.g. Art, Explore, My Library - it was challenging for users to complete information-seeking tasks on the first pass when they were unsure what they would find on these pages.

Takeaway 2

Navigability: The hamburger menu needed to be workshopped to include, exclude, and reorder functions. Additionally, it was challenging for users to locate the Princess Badr exhibit because they weren’t sure where to navigate- e.g. Exhibits, My Events, My Master Library.

Takeaway 3

Core Functionality: Some users weren’t sure they grasped the main purpose of the app. An e-reader? A booking site? Additional information? The AR game? We decided to focus less on booking and e-reading, and more on providing additional information + the AR game.

Participants

Simulated physical environment
+
Mid-fi mobile app prototype in Figma
In-person, moderated think aloud protocol
+
Contextual inquiry
5 people

Graduate students, Aged 23 - 28

Mid-fi Testing Sessions

We set up our simulated environment in the PCL grad student lounge.

Reflection

Secondary Research

Through this project, I learnt how to distill UX guidelines from academic research, build an MVP, and then use it to gain feedback from users. This process was quite different from the traditional UX cycle.

Hardware Limitations

This project challenged me to work with the limitations of the Oculus gear as I modified my research design around refresh rates, rendering, simulator sickness and even the strictures of an immersive space.

The Value of VR

It was interesting to learn about the  opportunity spaces and gaps in VR capabilities. The ability of VR to help people empathize can be harnessed for artistic and social experiments.

Lessons Learned

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