A VIRTUAL REALITY GAME FOR BLOOD DONOR DISTRACTION
Our client, Canadian Blood Services (CBS) needed a digital solution to help alleviate the fear and anxiety from needles during blood donation. The fear of needles is a common cause of stress among adults. In an online survey conducted by this team with existing blood donors, 50% of 86 respondents expressed a fear over needles. In addition, based on a survey of the prevalence of immunization non-compliance due to needle fears in children and adults (A. Taddioa, et al, 2012), approximately 24% of Canadian adults reported a fear of needles. This fear of needles is a serious hindrance to blood donation.
To develop digital technology to distract donors and reduce their stress, pain, and anxiety from the fear of blood and needles during the blood donation process
To increase the number of blood donors resulting from the mitigation of these fears
EMPATHIZE AND DEFINE. The team began with extensive research through primary interviews with stakeholders and subject-matter experts. An online survey was also released to CBS donors. Secondary research was done by studying scientific studies particularly on digital distraction for children's immunization and other types of digital distraction technologies. The team defined the problems, objectives and scope of work. We evaluated the current journey of the user and determined the pain points. From the information obtained, we dove deeper into UX with personas, user journey maps, and mental model.
Canadian Blood Services
Centre for Digital Media
4 members: 1 UX/UI Designer,
1 Programmer, 1 3D Generalist, myself
PROJECT / INDUSTRY
VR Game, Health
Jan to Mar 2020
BLOOD DONATION PROCESS
IDEATE, PROTOTYPE AND VALIDATION. Early brainstorming concepts such as an interactive story and a humorous video were considered. However, after user tests and validation, the team pivoted and moved forward with a VR fantasy game. The game concept was tested with CBS staff and received positive feedback. The team developed prototypes and iterated based on more user tests. Simultaneous to this, 3D assets, on-boarding, user interface, and logo were developed. During this process, self-isolation and remote work was required due to COVID-19. Despite these challenges, the team successfully conducted informal user tests while practicing social distancing to complete the project.
The team developed a high-fidelity playable prototype of a first-person Virtual Reality game called Cloud Catcher. Deliverables included onboarding / tutorial and documentation containing user research, user tests, early prototypes, art assets, and technical documentation.