Phobi
Project duration: July 2018 - May 2019
My role: Designing the research and production of the Master's thesis
Funded by: AVEK Digidemo for the initial concept
In collaboration with : Luyi Ma (Visual design of the thesis book), European Innovation Academy (Formulating the business plan)
Stage fright is a widely acknowledged as one of the most pervasive fears in the western world. While therapeutic treatments utilizing virtual reality have shown promise in alleviating this anxiety, accessibility and cost have remained significant barriers. Unlike these treatments, virtual reality games offer a more readily available and affordable solution, providing users with an opportunity to practice and build confidence in overcoming their public speaking challenges. This led to the creation of 'Phobi,' a virtual reality game specifically designed to address stage fright and enhance players' public speaking skills. The development of Phobi is informed by a comprehensive set of design principles established through extensive research. Subsequently, Phobi is subjected to rigorous testing with a group of participants, allowing us to both recognize its benefits and identify any potential limitations.
Key Design Decisions Made:
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Incorporating Humor for a Unique Experience:
Instead of just providing realistic-looking audience members, Phobi offers a distinct approach by allowing users to practice in front of whimsical characters like animals, orcs, and other creatures. This not only eliminates the "uncanny valley" effect but also creates a non-threatening and enjoyable environment. -
Diverse Scenarios for Varied Practice:
Phobi stands out by offering a range of scenarios for speech practice, from delivering a pastor's sermon to addressing a political crowd. These immersive contexts are made possible through VR technology. Users also have the option to upload their own text or PowerPoint slides for a customized experience. -
Emphasizing Expressive Delivery Over Text Accuracy:
While perfect text accuracy is not the highest priority in Phobi, it excels in capturing other crucial elements such as tone of voice and delivery speed. This approach recognizes that current semantic technologies may not yet be capable of flawlessly transcribing speech to text, and places importance on overall expressive communication.