Participatory Design of VR Scenarios for Exposure Therapy

Virtual reality (VR) applications for exposure therapy predominantly use computer-generated imagery to create controlled environments in which users can be exposed to their fears. Creating 3D animations, however, is demanding and time-consuming. This paper presents a participatory approach for prototyping VR scenarios that are enabled by 360° video and grounded in lived experiences. We organized a participatory workshop with adolescents to prototype such scenarios, consisting of iterative phases of ideation, storyboarding, live-action plays recorded by a 360° camera, and group evaluation. Through an analysis of the participants' interactions, we outline how they worked to design prototypes that depict situations relevant to those with a fear of public speaking. Our analysis also explores how participants used their experiences and reflections as resources for design. Six clinical psychologists evaluated the prototypes from the workshop and concluded they were viable therapeutic tools, emphasizing the immersive, realistic experience they presented. We argue that our approach makes the design of VR scenarios more accessible.

[1]  Wanda Pratt,et al.  How to evaluate technologies for health behavior change in HCI research , 2011, CHI.

[2]  S. Taylor,et al.  Meta-analysis of cognitive-behavioral treatments for social phobia. , 1996, Journal of behavior therapy and experimental psychiatry.

[3]  Paul Dourish,et al.  Where the action is , 2001 .

[4]  Mirko Gelsomini,et al.  Creating Social Stories as Wearable Hyper-Immersive Virtual Reality Experiences for Children with Neurodevelopmental Disorders , 2017, IDC.

[5]  Jane Fulton Suri,et al.  Experience prototyping , 2000, DIS '00.

[6]  Marnix S. van Gisbergen,et al.  Beat the Fear of Public Speaking: Mobile 360° Video Virtual Reality Exposure Training in Home Environment Reduces Public Speaking Anxiety , 2017, Cyberpsychology Behav. Soc. Netw..

[7]  Albert A. Rizzo,et al.  Is clinical virtual reality ready for primetime? , 2017, Neuropsychology.

[8]  M. Craske,et al.  Role of Inhibition in Exposure Therapy , 2012 .

[9]  Giulio Jacucci,et al.  Acting to know: improving creativity in the design of mobile services by using performances , 2002, Creativity & Cognition.

[10]  B. Rothbaum,et al.  The Use of Virtual Reality Technology in the Treatment of Anxiety and Other Psychiatric Disorders , 2017, Harvard review of psychiatry.

[11]  Niels Henze,et al.  Avoiding the uncanny valley in virtual character design , 2018, Interactions.

[12]  T. Ollendick,et al.  One-Session Treatment for Specific Phobias: A Review of Öst's Single-Session Exposure with Children and Adolescents , 2013, Cognitive behaviour therapy.

[13]  M. Olfson,et al.  Barriers to the treatment of social anxiety. , 2000, The American journal of psychiatry.

[14]  V. Braun,et al.  What can “thematic analysis” offer health and wellbeing researchers? , 2014, International journal of qualitative studies on health and well-being.

[15]  Dag Svanæs,et al.  Putting the users center stage: role playing and low-fi prototyping enable end users to design mobile systems , 2004, CHI.

[16]  Kellie Morrissey,et al.  Exploring the Design of Tailored Virtual Reality Experiences for People with Dementia , 2018, CHI.

[17]  Mel Slater,et al.  Enhancing Our Lives with Immersive Virtual Reality , 2016, Front. Robot. AI.

[18]  David Coyle,et al.  Design and evaluation guidelines for mental health technologies , 2010, Interact. Comput..

[19]  M. North,et al.  Virtual reality therapy: an effective treatment for psychological disorders. , 1997, Studies in health technology and informatics.

[20]  Susanne Bødker Scenarios in user-centred designsetting the stage for reflection and action , 2000, Interact. Comput..

[21]  M. Stein,et al.  Public-speaking fears in a community sample. Prevalence, impact on functioning, and diagnostic classification. , 1996, Archives of general psychiatry.

[22]  Mel Slater,et al.  A Framework for Immersive Virtual Environments (FIVE): Speculations on the Role of Presence in Virtual Environments , 1997, Presence: Teleoperators & Virtual Environments.

[23]  T. Furmark,et al.  Social phobia in the general population: prevalence and sociodemographic profile , 1999, Social Psychiatry and Psychiatric Epidemiology.

[24]  Susanne Bødker,et al.  Scenarios in user-centred design-setting the stage for reflection and action , 1999, Proceedings of the 32nd Annual Hawaii International Conference on Systems Sciences. 1999. HICSS-32. Abstracts and CD-ROM of Full Papers.

[25]  Karl F. MacDorman,et al.  The Uncanny Valley [From the Field] , 2012, IEEE Robotics Autom. Mag..

[26]  W. Alexander American psychiatric association. , 2008, P & T : a peer-reviewed journal for formulary management.

[27]  Pelle Ehn,et al.  Participation in design things , 2008, PDC.

[28]  Heinrich Hußmann,et al.  Dynamic Subtitles in Cinematic Virtual Reality , 2018, TVX.

[29]  Heloir,et al.  The Uncanny Valley , 2019, The Animation Studies Reader.

[30]  V. Braun,et al.  Using thematic analysis in psychology , 2006 .

[31]  Gregory D. Abowd,et al.  Storyboarding: an empirical determination of best practices and effective guidelines , 2006, DIS '06.

[32]  D. Levac,et al.  When is virtual reality "therapy"? , 2013, Archives of physical medicine and rehabilitation.

[33]  P. Cuijpers,et al.  Psychological treatment of social anxiety disorder: a meta-analysis , 2008, Psychological Medicine.

[34]  Selina Schepers,et al.  The roles of adult-participants in the back- and frontstage work of participatory design processes involving children , 2018, PDC.

[35]  E. Schegloff,et al.  A simplest systematics for the organization of turn-taking for conversation , 1974 .

[36]  Gerard Jounghyun Kim,et al.  "Drop the beat": virtual reality based mindfulness and cognitive behavioral therapy for panic disorder --- a pilot study , 2017, VRST.

[37]  C. Botella,et al.  Virtual reality exposure therapy in anxiety disorders: a quantitative meta‐analysis , 2012, Depression and anxiety.

[38]  Andy Brown,et al.  Subtitles in 360-degree Video , 2017, TVX.

[39]  Eva Brandt,et al.  Evoking the future: Drama and props in user centered design , 2000 .

[40]  Patrick Olivier,et al.  Configuring participation: on how we involve people in design , 2013, CHI.

[41]  Stuart Andrews,et al.  Performative experience design , 2013, Springer Series on Cultural Computing.

[42]  G. Andersson,et al.  Therapist-led and self-led one-session virtual reality exposure therapy for public speaking anxiety with consumer hardware and software: A randomized controlled trial. , 2019, Journal of anxiety disorders.

[43]  Gangolf Hirtz,et al.  Effective display resolution of 360 degree video footage in virtual reality , 2017, 2017 IEEE International Conference on Consumer Electronics (ICCE).

[44]  H. Wittchen,et al.  Epidemiology and natural course of social fears and social phobia , 2003, Acta psychiatrica Scandinavica. Supplementum.

[45]  Peter C. Wright,et al.  Experience design theatre: exploring the role of live theatre in scaffolding design dialogues , 2014, CHI.

[46]  Jun'ichiro Seyama,et al.  The Uncanny Valley: Effect of Realism on the Impression of Artificial Human Faces , 2007, PRESENCE: Teleoperators and Virtual Environments.

[47]  Mark B. Powers,et al.  Virtual reality exposure therapy for anxiety disorders: A meta-analysis. , 2008, Journal of anxiety disorders.

[48]  Tone Bratteteig,et al.  Unpacking the Notion of Participation in Participatory Design , 2016, Computer Supported Cooperative Work (CSCW).

[49]  John Zimmerman,et al.  Research through design as a method for interaction design research in HCI , 2007, CHI.

[50]  Philip Lindner,et al.  Creating state of the art, next-generation Virtual Reality exposure therapies for anxiety disorders using consumer hardware platforms: design considerations and future directions , 2017, Cognitive behaviour therapy.