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VR Game Environment Design

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A VR dancing game for elderly individuals with memory loss, utilizing the "Simon Says" memory recall game concept. The Unity-built game features an old-school disco dance floor, evoking a sense of nostalgia for our target players.

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My Contributions

  • Poster Design

  • Product Showcase Interaction

  • Ideating & Research

  • VR Environment & Interaction Design

Duration

2 months

(Sep-Nov, 2021)

Role

UX Designer

Researcher 

Team

4 members

Overview

Simon Says, Dance is a VR game that targets elderly individuals with memory loss conditions, such as dementia, by combining memory training with physical fitness. Our aim is to create an engaging and exciting environment that improves cognitive function and physical stamina. Unlike traditional brain training activities that can feel clinical, we strive to offer a more light-hearted experience. We adapted the classic memory game "Simon Says" into a fun dance-themed game that requires users to repeat simple dance moves. 

Image by Nick Fewings

Backgroud

There is substantial research regarding the use of Virtual Environments and the elderly population. The elderly population, especially those with neurological diseases, often suffer from depression on top of decreased physical mobility (World Health Organization, 2017). Studies using Wii Fit have reported evidence of improved physical stamina and personal confidence (Jeng et al, 2016). Additionally, physical exercise through a virtual space has been used to explore the impact and possible improvement of depression symptoms. Further, it has been suggested that memory recall activities can potentially "help older people to manage their daily tasks better" (Alzheimer's Society, 2021). While there are no definitive answers, we are interested to see if we can contribute any information to the question of whether virtual reality (VR) brain training activities can contribute to the "improvement of cognitive functions and depressive symptoms" found in the elderly with brain-related diseases (Huang et al, 2015). 

 

Our virtual environments aim to combine both physical and mental tasks into one VR experience. Based on the popular game Simon Says, we looked to create a "repeat after me" style game that uses dance moves. While there are several exercise activities that elderly people can do, there is often a lack of entertainment as it typically feels like a chore or something they have to do. We aim to create a more engaging activity in an environment that will appeal specifically to our target audience. Our inclusion of music, other agents, and bright graphics will surely aid in retaining interest. 

Equipment

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Hardware

​Oculus Headset

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VR Components

The Disco Environment
3D Text Instructions

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Embodied Agent

Instructor Simon
Background Dancer
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We utilized a Head-mounted display (HMD) to create a fully immersive environment for our users. Specifically, we opted for an Oculus headset, which enabled participants to feel as though they were inside a disco environment with an instructor and background dancers cheering them on. In addition, hand controllers were employed to enhance the experience further. By allowing users to see their hands, which were integral to performing the dance moves, the controllers contributed to an overall more engaging and enjoyable experience.

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Virtual Environment & Interaction

We created an environment that is set on a dance floor resembling the disco aesthetic of the 70s, providing a nostalgic atmosphere for our target audience of elderly individuals and those suffering from mental deterioration diseases to reminisce (Huang et al, 2015).

To achieve this, we used the concept of Simon Says and created a sequence of 4 different dance moves that are easy to follow and perform. In the game, users interact with one embodied agent named Simon, who acts as an instructor for the dance. Behind Simon are 4 additional agents acting as background dancers, cheering on the participant. These agents help energize the environment and keep the participant motivated and engaged.

 

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  1. The instructor agent, Simon,  performs the first dance move.

  2. Simon pauses and requests the user to repeat the first dance move.

  3. The user repeats the first dance move.

  4. Simon performs the first dance move again, followed by a new move,
    and waits for the user to repeat it.

  5. The user must repeat the sequence (dance move 1 -> 2).

  6. Simon performs the first and second dance moves again, followed by a new move,
    and waits for the user to repeat it.

  7. The user must repeat the sequence (dance move 1 -> 2 -> 3).

  8. This process repeats for the duration of a small song snippet.

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Users score points for correctly executing each dance move, and the objective is to ultimately perform all the moves in a specific order. In the end, users "perform" all the moves, which help improve their exercise levels in a feasible, entertaining, and safe way. Having to recall each dance move and the order in which they occur also helps sharpen memory skills. Finally, we aim to boost the mood and overall enjoyment of our target audience through this interactive and engaging VR dancing game. 

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How to measure user experience?

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5-point Likert scale from “strongly disagree” to “strongly agree”

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Average score & the trend of score

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Do the users feel like the memory recall aspect was helpful ?

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The limitation of move numbers; suitability of the dance moves 

If this project continues, we plan to evaluate the user experience, enjoyment, and impact of our VR game by utilizing post-activity questionnaires and interviews. Our questionnaire will employ a 5-point Likert scale ranging from “strongly disagree” to “strongly agree” to measure the overall satisfaction of our participants with their experience, focusing on whether they felt that participating in the VR experience improved their mood as it relates to dementia-associated depression. We will also gauge whether the memory recall aspect of our game was helpful, even if only throughout the duration of the game. Sample statements for the questionnaire might include:

  • “I would recommend this application to others.”

  • “This game was easy to follow along with.”

  • “I believe playing this game would be helpful for memory and brain functioning.” 

  • “I would like to play this game again,” among others."

 

Additionally, we will evaluate the effectiveness of memory training by observing the participants’ performances and analyzing the scores they achieve, determining if they are able to recall all the dance moves and sequences or if there is a limit on the number of moves they can remember. We will also take note of how well they physically execute the movements.

Product Showcase

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Results & Next Steps

In the showcase, our participants did not have any problems executing any of the dance moves we had chosen because those dance moves were selected to be slow, realistic movements for those over the age of 60. 

 

If this project continues, we anticipate that the practice of recalling short sequences of movements through our VR game can enhance memory function. Our aspiration is that the continued usage of our game could result in significant long-term improvement. Although the long-term impact on memory is uncertain, we remain confident that prolonged use of the game could enhance or sustain a certain level of physical ability. Furthermore, we plan to recruit more elderly participants to assess whether they have similar experiences or how they believe this type of activity could benefit them.

Thank You!

Hope you enjoyed this project as much as I did creating it.   (๑´ã…‚`๑)

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