Subway Sensations

Unlimited Therapeutics
January 2023

Tools

Adobe XD, Illustrator, Miro, Photoshop

Deliverables

UX Research, UI Screens, Branding, Instructional Design, Game Design, Survey Design, Prototype, Accounting for accessibility and inclusion

Collaborators

Holland Bloorview Hospital Autism Research Centre, National Research Council, TMU, TTC, Brianna Lowe, Ian Wood, Dr. Naimul Khan, Bo Ruzycky, Ted Biggs

Links

About

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.

The Problem

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)?

The Goal

  1. Create a clinician-facing dashboard for Subway Sensations that seamlessly integrates into the Unlimited Therapeutics platform.
  2. Create a patient-facing VR and tablet therapeutic experience simulation
  3. Create Subway Sensations branding

The Process

01 Understanding the User

User Research Summary

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.

Pain Points

Survey Design

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.

Define Game Mechanism and Variables

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.

Expert Convergence

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.

02 Starting the Design

User Flow

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.

Low-fidelity Wireframes & Prototype

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.

03 Refining the Design

Mockups

Clinician-Facing Dashboard

High Fidelity Prototype

Accessibility & Inclusion

  1. Instructional Design: Ensured children understood the expectations and had the necessary skills to navigate VR.
  2. Non-Player Characters (NPC): Diverse range of race, gender, age for inclusion. Documentation provided to animators.
  3. Multimodality: We used combinations to cater to diverse learning styles (visual, auditory, reading, kinesthetic) to enhance engagement.
  4. Motion: To avoid motion sickness, children will be seated. Allows for more focus on the objective of riding the subway.

Subway Design

  • Posters: Positive reinforcement messages throughout the subway.
  • Partnered with TTC to incorporate sound effects (SFX), fun facts, and station design.

Branding

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)!

Logo Brainstorm
Final Logo
Sticker Sheet

04 Going Forward

What I Learned

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.