Subway Sensations provides a therapeutic VR journey for children with Autism Spectrum Disorder (ASD) by simulating Toronto subway experiences, aiming to build confidence and manage stress. Integrated into the Unlimited Therapeutics platform, clinicians can dynamically adjust game variables. This simulation is the flagship project of the New Frontier in Research Fund – Rapid Response 2021 initiative, focusing on remote delivery of cognitive behavioral therapy (CBT) through serious games.
Upon careful review of the Game Design Document (GDD), it was evident that Subway Sensations had many great ideas that needed further refinement and clarity. How might we assist clinicians in providing care for children with ASD during VR sessions while simultaneously advocating for all core users involved (child, parent, clinician)?
My initial focus was to determine what elements clinicians needed in a therapeutic session to better assist and measure a child with ASD's level of stress. Subsequently, I shifted perspectives to consider the child's viewpoint, contemplating how to ensure the serious game was safe, engaging, and enjoyable.
I created a preliminary survey aimed at understanding clinicians' needs to provide the best experience of Subway Sensations. Unfortunately, challenges such as busy schedules, extended wait times, and impending deadlines led to delays in REB submissions— a challenge I further discuss below.
We established meaningful game mechanics and variables for both users, emphasizing openness to suggestions from all project stakeholders, including developers, animators, machine learning scientists, and myself as the designer. To enhance team communication, I developed a comprehensive document outlining game mechanics and variables for each phase. This document was regularly updated to reflect any changes.
We integrated experts (machine learning scientists, clinical psychologists, nurses, and child life specialists) to help highlight important design decisions. For example, we spoke with an early childhood education professor at Centennial College about non-playable character (NPC) design and inclusion. To streamline work, I prepared documentation for our 3D animators to follow based off of their expertise.
Low technology knowledge was a primary pain point for clinicians, so I created a simple and intuitive sitemap that clinicians would understand from using previous EHR platforms. My goal here was to make strategic information architecture decisions that would improve overall navigation.
Clinician-Facing Dashboard
Patient-Facing VR
Created low-fidelity VR storyboards for stakeholders, developers, and animators to understand the flow before moving forward to 3D animation. This set the expectation of the final product.
Clinician-Facing Dashboard
Crafted the branding for Subway Sensations, overseeing responsibilities ranging from logo design to crafting the game thumbnail. I also redesigned their game thumbnails, check it out here (at my playground)!
Creating a user-centered game demands continuous user involvement throughout every phase of the project. However, extended wait times and tight deadlines led to missed opportunities. To address this challenge, I worked closely with my project manager and advocated for more efficient remote collaboration with stakeholders.