What we Made
Broadly speaking, the
concept entails creating a VR world for the bereaved to handle their loss; To
assist them on their path to acceptance. Upon starting the experience, the user
is first greeted with a question regarding how heavily events are weighing on
them today, with three possible answers. The chosen answer will influence in
which order the user experiences three different activity types, hidden behind
three doors. The rightmost door contains an assisted expressive activity,
where the user can make certain choices
to express themselves without having the hard skills or intuition that could
require, such as catching falling words to make poems, tapping steel pans to
generate music, lying tiles in small grids to form mosaics, or drawing in sand.
The middle door contains something similar to a guided meditation session; The
users sees "themselves" - a stylized 3D model of a person wearing a
VR headset - in an atmospheric, dark setting or a more colorful place next to a
tree. Which two of these they end up in depends on the response time to the
question. A faster response could indicate greater emotional distress, meaning
the calming, darker place would be more suited, while a slower respond is
associated with depression, from which we would propose the lighter scene with
the tree. A calming guide character spits out stories and quotes about death
and loss as they see themselves cross-legged from this outside perspective,
just breathing. Ambient music, natural sounds (such as water) combined with the
results of earlier expressive sessions described above show and play to make
this space personal. The guide also asks several questions, "checking
in" on how the user is feeling. This guide is also present in the
background through-out the entirety of the VR experience, but less noticeably
so, only sporadically commenting.
Finally, the leftmost
door allows the user to experience an activity or memory that they shared with
their lost loved one. These will be numerous, and can be described by the
bereaved subject before the experience is prepared. The person of interest is
never shown directly, instead appearing as a silhouette, or constructed out of
materials in the environment. As mentioned before, the result of the initial
question determines the order in which the user goes through these three
activity types (with the other two doors appearing locked, the guide will have
a remark if the user decides to go through a locked door). The most negative
answer will result in the order MRL (Middle-Right-Left), so the user can first
calm down and be comforted, then allowed to express themselves before moving on
to the "heaviest" part of reliving a memory (which can trigger quite
some emotions). A medium answer will yield RL, since no calming down should be
required. The best answer means the user is coping decently, so they will get
the opportunity to go through LR, allowing them to express themselves after
having confronted a memory.
Above is another early testing prototype with a user, Jan Kroger. Jan had recently lost his aunt so it was great real life feedback that we could work with and develop with. To see Jan smile and have so much fun from what we had created was very wholesome to say the least.