Beach Safety

VR Design
Project Overview
Beach safety is a VR experience that teaches the user about poisonous sea-life. This is through the experience allowing for the user to explore the area and find out what may have stung the victim. When the user feels confident in what stung the victim they can then perform the multiple choice quiz section to test their knowledge.

Created for mobile VR

My Contributions
Throughout the semester I created a VR experience that was created and designed in the Unity game engine.

My roles included

-3D modelling the environment

-Coding the scenarios

-Gathering assets that were consistent with the scene

The brief tasked us to conceptualise and create a VR prototype that utilises immersive education. Originally the earliest plan was to focus on various potential threats at the beach such as avoiding a rip. However, throughout research it appeared that a majority of VR experiences focused on that aspect.  

This lead to the creation of beach safety focusing on poisonous sea-life due to the lack of educational apps relating to it on the market.
Brief
The concept focuses on how do individuals save a persons life and potentially theirs in the real world, this is through providing insights into different types of sea-life that can cause harm to them.

The Victorian government worked in collaboration with Victorian lifeguards to create educational modules of swimming and water safety. Although it presented beach safety through various forms it lacks what to do if a person is poisoned by sea life and the steps to prevent them from being dangerously harmed.

The VR experience is limited as it's only a 360 photo and the only interaction is clicking on a point of interest and a wall of text appears.


Research into Precedents
Originally the target user was geared towards average beachgoers. However, throughout research it was presented that it would be a greater use towards primary/secondary school students learning about beach safety. They could go on excursions to their local surf life saving club where lifeguards will get them to utilise the VR prototype.
Target User

The concept was the user would have the ability to teleport around the island exploring the rock pools, shore and ocean.

The hud will also store info that was already collected so the user can look back at the descriptions.

Although the game is focused on saving the user from a rockfish they’ll collect information on sealife such as jellyfish and blue bottles as the multiple choice would've been more in-depth.

Concept


Sketches

For the testing stage I refined it to only one level as I didn’t want the users to have to test out every scene. I decided to do the beginning scene as it would give them an insight into the overall UI and the multiple choice premise. As they were within all levels this was the best option as they would get an idea of what it was about.

Pilot testing included-

-Paper questionnaire were utilised

-tasks, success rates, a think-aloud protocol, structured interviews and questionnaires were implemented.

-An VR plugin in Adobe XD was also applied.


Pilot Testing

In order to test out the usability of the experience I continued with the pilot tests method of applying tasks within the XD prototype.

Concept 1 testing included

-User tasks, success rates, a think aloud protocol, structured interviews and questionnaires

-Paper questionnaire was scrapped and was implemented into the XD file allowing for a low-fidelity functioning prototype presented below.

-Tested on 5 participants where they provided key quotes and insightful feedback leading to iterative changes.

Concept Iteration 1

Taking on feedback from the first iteration I applied key quotes and evaluated the overall experience which formed key iterative changes.
Iterative Changes

Due to the limitations of the XR prototype I scrapped it and decided on performing body storming whilst including feedback from the previous test. This allowed me to examine how the users would explore the area and interact with information that was presented to them.

Concept 2 testing included-

-Paper multiple choice as it was easy to apply in body storming.

-UI was placed around the beach and gave users objectives in order to successfully complete the level.

-Tested on 5 users with a questionnaire and a usability test. Tasks, success rates, think-aloud protocol and structured interviews were also implemented.

-Users were given the freedom to explore the beach and I observed how they interacted with the environment.

Concept Iteration 2

I then took on feedback from iteration 2, this provided key iterative changes. The second test allowed for more replication to VR as it was tested out at the beach making it the same as my intended environment.
Iterative Changes

The experiences virtual environment was largely based off real world tropical environments. The design was based off Hawaii with its mountainous landscape, beaches within Sydney also inspired its design through its inspiration drawn from Shelly beach near manly.

Visual Style Guide

Beach safety from poisonous sea life responds to the brief through an educational experience that presents the dangers of poisonous sea-life that isn't commonly taught. Whilst designing the app I kept in mind that my target audience was primary schoolers, this caused me to make the design simple whilst also being educational.
Final Design

Due to time constraints and my amateur skills working on it for a longer period of time will help with the immersion and the experience.
Future Work
VR Prototype (Click the image to play the video)
What did I learn?

-Within this subject I learnt the basics of the Unity engine and C#. This helped improve my coding knowledge whilst learning about game design through a VR lense.

-I also learnt the principles of VR and how to effectively apply them.

-I learnt how to work under deadlines whilst mixing design principles with code to make an immersive experience.

Challenges I overcame

-Challenges included learning to use the Unity engine and C# within a short timeframe. However, this resulted in bugs that I didn't have time to remove. This resulted in me to scrap or alter design concepts to complete the assessment within a timely manner.