Queer-Vision
Queer-Vision leverages virtual reality to raise awareness about lesser-known mental health issues linked to internalized queerphobia
Figma, Miro, Photoshop
My role mainly contributed to research, brainstorming, user testing and prototyping.
Conor Fitzpatrick, Zuyu Fu, Megha
This project embarked on an extensive research journey to delve into the intricacies of internalized queer phobia. Its primary goal was to identify effective strategies for raising awareness about this issue among individuals who may be going through it.
Results
This project showcases how we used different design thinking methods to generate ideas and learn more about effective design techniques.
Problem
A prominent challenge they encounter is internalized queerphobia, which involves the belief or assumption that being heterosexual is the sole legitimate way to exist, and the only way this community will embrace.
Closeted queer students
Want to:
Discover and reduce internalised queerphobia within themselves
But:
They are unable due to a lack of information and guidance stemming from low awareness and acceptance of internalised queerphobia within the university.
Which means:
They may avoid problems that can contribute negatively to their mental health, consequently overshadowing their study and social life at university.
Non- queer students
Want to :
Be more conscious when it comes to situations involving internalised queerphobia
But:
They cannot do that due to a lack of information and guidance stemming from low awareness and acceptance of internalised queerphobia within the university
Which means:
they may avoid the situation or further perpetuate the internalised queerphobia which will lead to further negligence and misunderstanding of internalised queerphobia.
Open queer students
Want to:
Reduce internalised queerphobia within themselves
But:
They are unable due to a lack of awareness of internalised queerphobia beyond coming out of the closet
Which means:
They may neglect situations that involve internalised queerphobia, consequently overshadowing their study and social life at university.
User Needs
Design Challenge
Design innovative and effective strategies to raise awareness and combat internalized queerphobia, aiming to support individuals experiencing it while fostering understanding and empathy within the wider community.
The Design Process
User Needs → Extreme Character → Crazy 8 → Brainwiritng → Voting→ Storyboards → User testing and ranking → Final prototype
Solution
Character Selection
Users must select a character for their simulated experience. Three characters are proposed to be comprehensive of the major types of internalised queerphobia (Gay Male, Female Bisexual, and Pansexual Genderqueer). Utilising first-person perspective creates a stronger connection with learning and relating to the experience.
Backstory
Memories from the characters past are played for the user automatically. The memories demonstrate the various causes of internalised queerphobia as well as provide context of whom the character is.
Personal Stories
A real-life story based upon the scenario will be shown immediately after the scenario finishes. A queer person will share their experience of a similar situation along with their thoughts and feelings at the time. The user will develop stronger empathy from hearing the stories.
Scenarios
The user then enters a number of scenarios, which are moments of internalised queerphobia in a university settings. The user must make a choice of how to react during the scenario. This will help them understand how internalised queerphobia manifests in the real world and understand the stress queer individuals must encounter when determining how to appropriately respond. Users will see the result of their chosen option.
User testing overview
First, a concept explanation and a summary of how the prototype represents a VR experience are given to the user. After that, they are instructed to think aloud while the group members were recording their thoughts.
Post the think aloud technique was conducted, users were asked to fill a questionnaire through which the overall experienced, learning experience, ease of using the product, etc were rated from 1-5. This helped in understanding how successful the design was. To get an in depth understanding of what the users went through, the next step was interviewing the user.
They were then interviewed to learn more about what they had experienced while using the prototype. It helped review information on topics including what they enjoyed about the experience, what they learnt, what they didn't like, what they felt about the scenarios, etc.
Five user testing sessions were held, and all of the feedback was recorded and organised so that it could be improved. The design solution was iterated taking the feedback into consideration making it easier to use and more informative.
The final design makes the campus environment a better and safer place to be by educating people about Internalized Queerphobia that the queer community experiences and the scenarios they confront throughout their lives.
Prototype
The goal was to understand if users gained knowledge about Internalized Queerphobhia.
For the prototype, we used a PowerPoint presentation to simulate VR experience:
Clips from popular TV shows (Heartstopper, Love Victor) and movies (10 Year Plan) were substituted for the memories and scenarios. Videos were selected for representing moments related to internalised queerphobia. As a consequence, the first-person perspective was shifted to be a third-person perspective.
Two scenarios were shown to the user
Peer Interaction
Hookup sex.
Personal stories were recorded by two of the design team members.
Incorporating Findings into Solution
Users struggled to understand what separated background memories from scenarios and when a scenario was complete.
Evolved from a sequential series of interactions to creating a 3D environment. The section for memories is displayed separately from scenarios and with different methods of display. The memory section is an open room that the user must leave to begin the scenarios. The scenarios are within a corridor. Memories are shown as pictures on the wall and scenarios are identified by doors.
Changing the set up creates more identifiable boundaries and distinction. In addition, it provides another level of control for the user to initiate the switch between sections as desired. The user also has the ability to determine how long the experience lasts by choosing how many scenarios to complete.
Ambiguity of Character Selection
Users picked avatars according to likeness and relatability, but were unable to identify sexuality, which was identified as a key piece of information for queer users.
Low- Fidelity prototype
Lack of Directly Accessible information
Increased Accessibility:
Added strategically placed information boards that offer clear, direct insights into internalized queerphobia, enhancing user understanding without relying solely on scenario interpretation.
Objective Information Delivery:
Provided objective, concise summaries on causes, impacts, and coping strategies for internalized queerphobia, allowing users to access critical information in a straightforward manner.
Alternative Learning Pathways:
Created an alternative method for users to obtain and comprehend complex topics by offering a choice to view detailed information, catering to diverse learning preferences.
User-Centric Design:
Empowered users to engage with information at their own pace, reducing cognitive strain and enhancing their overall experience by presenting thorough perspectives on sensitive topics.
Inability to Identify Scenarios and Context
Enhanced Scenario Identification: Designed scenario doorways with clear labels and themes, providing users with immediate context and enabling them to make informed decisions about engaging with specific scenarios.
Contextual Clarity: Provided initial context for scenarios, helping users understand key events and characters, which increased the realism and relatability of the scenarios.
User-Driven Experience: Opted against altering the scenario flow or adding additional questions, ensuring that users maintained control over their choices without being influenced by predefined 'best options.'
Validated User Consideration: Feedback confirmed that users were thoughtfully considering the scenarios' context and impacts, demonstrating the effectiveness of the design in fostering critical thinking.
Significance of Real Personal Stories
The personal stories remain the same but the storyteller will provide some more additional details about themselves (as the storyteller desires).
The stories were highly favored and most appreciated for the empathy and explaining how queer individuals identify internalised queerphobia and how they coped with the situation. It also implies that queer individuals can overcome their internalised queerphobia to the point of being able to share their stories with unknown strangers.