Skills: Secondary Research, Ethnography, Recruitment, Survey Design, In-Depth Interviews, Qualitative Coding, Content Analysis, Usability Testing in VR, Persona Creation, Rapid Iteration, Prototyping
Top Lessons Learned:
This project originated from a 10-week course during Fall 2022, part of the Master of Science in Human-Centered Design and Engineering program at the University of Washington. Guided by the "do no harm" principle and the stipulation to exclude website or app design, our team embarked on addressing harassment within VR environments. This area of interest was sparked by a news article detailing the problem of sexual harassment in Horizon Worlds.
My Role: Lead Researcher
Avani Babar: Designer
Kayda Norman: Designer
Kim Johnson: PM & Designer
With the surge in popularity of Virtual Reality (VR) spaces - both gaming and social - comes a pressing need to address the unique and unprecedented challenges of harassment within virtual spaces.
VR's immersive nature generates emotions akin to those felt in face-to-face scenarios; consequently, harassment in VR feels as real as in-person incidents, potentially leading to mental health struggles such as isolation, anxiety, and depression. Virtual spaces must be designed with these issues in mind so that people who enter them feel safe and secure.
This project aimed to explore some of the safety concerns that are present in virtual spaces and provide a solution that offers a richer and more inclusive experience.
Our initial design question was: How do we design a safe environment and harassment-free experience for people in VR spaces?
We had three main goals that directed my research methodology:
This project was very exploratory, so I started off by seeing what was already out there - what had people already studied, what were people saying, and what were they doing? We also continued to understand VR harassment through our other research methods (surveys and interviews) but this is where I began.
Before interacting with users I wanted to understand why people use VRChat. These motivations were also explored in the rest of my research (survey and interviews) but this is where I began.
Once I had a general idea of the types of harassment people faced and their motivations, I started off by using rapid ethnography to get a closer look. From my findings we then created a survey, followed by a round of in-depth interviews.
After the research phase was complete, our main insights were:
From our user research data, we created personas together of our primary users, secondary users, and we also created an anti-persona. My teammate Avani designed these personas below:
After synthesizing our data, we decided to focus on new users through the persona Newbie Mushroom. Unlike experienced users, newbies found it challenging to navigate VRChat's safety features. Expert users were also likely to have used other VR platforms or have previous gaming experience, causing them to adjust to the controls more quickly and be more accustomed to harassment behaviors.
We reframed our design question to “How can we equip new users with the skills to navigate VRChat and make new connections within 1 week (or ~4 hours of use) of joining the platform?”
Along with our design question we decided on the following design goals:
We individually sketched out many ideas for design solutions, and after seeing some overlap in our individual sketches, we decided on three main themes:
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Created from our design ideas and refined sketches, we created scenarios and user flows that were used as the basis for our first prototype. We prioritized the new user onboarding experience, as we felt that teaching users how to keep themselves safe was the most important aspect, followed by the "shared interests" feature, and then the VR "buddy" system. We all participated in prototyping, and split up the work so each person had something to prototype.
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Once we had medium fidelity prototypes completed, we began user testing. We conducted four usability testing sessions (each member conducted a session) with our onboarding solution; we were able to load our prototype into a virtual desktop so that users could test the prototype by using a VR headset and controls. We then had them go into VRChat and gave them tasks to complete to see if we had properly taught them how to navigate different worlds, mute/block/report users, and make friends.
We split up the tests between two iterations: the first was a low-fidelity prototype which we tested on two users, then made some rapid iterations and upgraded to a medium-fidelity prototype which was again tested on two users. Each member moderated and conducted user testing sessions, and was responsible for a portion of the prototyping.
The most crucial change after the first round of testing was reducing the amount of information in the tutorial, and shortening it overall. Participants felt they were overloaded with information and it took too long to complete.
The second round of usability testing focused more on the interaction rather than the content - for example, participants didn't know they should be pressing "next," and there were some confusing graphics.
Low Fidelity Prototype
Medium Fidelity Prototype
With the feedback from our four user testing sessions and a cross-class critique, we iterated one more time, finalizing our information architecture and making a high-fidelity prototype.
HERE is our clickable high fidelity prototype, which we completed in Figma.
Our design solution is an onboarding tutorial for new users using VRChat. This tutorial covers 6 sections: how to use the controllers, how to use the launch pad, where to find avatars, how to update your profile, how to explore worlds, and interactions such as adding friends and blocking other players.
This tutorial is designed to give new users a safe space to practice interactions such as muting and blocking, without the stress of needing to escape a real harassment situation. This tutorial was built to demonstrate the user interface of VRChat in its current state.
The second feature of our design solution is our shared interests feature. This is a section of the user's profile that allows them to add their interests. In addition, when a player is in proximity to other users that share similar interests, an icon appears near their usernames to let users know they have something in common.
The third feature of our design solution is the VR Buddy System. Many users learned how to use the block and mute features by asking other users what to do, and experienced users also reported intervening in harassment situations by teaching new users how to use these features. The VR Buddy System pairs new users with another user so they can explore VRChat together from the start.
Limitations: This project had several limitations. First, we had to work within the current UI of VRChat which is very complicated and less than ideal. We were also very constricted on time, which limited many aspects of the project we would have liked to expand on, such as recruiting more diverse participants, conducting more user testing, polishing our designs, and potentially reworking the UI entirely. We were also limited to what software we could use and the experience we had as a team with the software we had available to us.
Lessons Learned: This project was a great learning experience for me in having more empathy for users, particularly a user group I may not completely understand. When I first began this project I believe I had some preconceived notions of what the users of VRChat were like based on stereotypes or the "loudest voice in the room" I had seen online. However after interviewing many users and using VRChat myself, I gained a new understanding of what motivated people to use VRChat, and realized that in the future I would need to be even more careful of confronting any ideas I had about users before starting the research process.
What I Would Do Differently: If i could do this project again I would spend more time trying to recruit a more diverse group of participants, in ethnicity, gender, and sexuality. I would also focus more on our personas throughout the design process in order to inform our design decisions and save the time we spent reworking our first prototype.