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VR Exposure Therapy 

Medical VR Tool for Patients

Individuals newly diagnosed with cancer experience significant anxiety and feelings of loss of control. Scans are often an early step in the diagnostic and staging process and for previously healthy individuals, the unknowns of what it’s like to have a scan can worsen these feelings. 

Building a Proof of Concept 

MSK wanted a virtual reality tool that could be used to prepare patients for diagnostic and treatment activities to help reducing fear. We created a soothing walk-through Virtual Reality Experience designed with underlying treatment methods commonly found in Cognitive Behavioral Therapy. The main goal is to train users how to neutralize and eliminate any anxiety they encounter during their cancer care journey.

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Lindsay Welhoelter

Software Engineer

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Louis Riccardi

Project Manager

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Christopher Brause

Sr. Product Designer

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Erica Parker

Sr. Product Designer

Doctor and Patient

What to Expect 

Participating patients can familiarize themselves with the details of the facility, the flow of the day, and the people they will encounter, in advance of the actual day of the scan or procedure. In addition, we can provide them with a realistic simulation of what the procedure or scan will actually feel like

Imaging Modalities

We chose MRI’s scans because the loud sound the scans produce are often unexpected to the patients and can cause extreme anxiety and claustrophobia.

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The End-to-End VR Experience

VR allows us to create an experience that provides our patients with a controlled, pleasant, and informative simulation of what to expect on the day of their scan. As a part of the user experience, we also considered real world actions that users would take during their journey. See below for the prototype we build in AfterEffects that showcases how the pass through instructions would work to allow users to safely sit down before going into the MRI.  

Patient Journey Map

This map includes key checkpoints from our initial research milestones. We used this map to track progress and measure success, as well as any necessary adjustments or modifications to the VR therapy plan as needed. Ultimately, the goal of the journey map was to provide a clear and structured framework for the VR therapy experience, helping patients to achieve their desired outcomes in a safe and effective manner.

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Clinical Journey Map

This map includes key checkpoints from our initial research milestones. We used this map to track progress and measure success, as well as any necessary adjustments or modifications to the VR therapy plan as needed. Ultimately, the goal of the journey map was to provide a clear and structured framework for the VR therapy experience, helping patients to achieve their desired outcomes in a safe and effective manner.

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Product Blueprint

Before the proof of concept build and afterwards, we conducted interviews to test the viability of our product and understand the users journey. The feedback and participation from clinical groups was helpful and informative as we built out the VR walk-through. With each iteration of changes we went back to key teams for user testing.

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“Would be helpful to do this for Breast Imaging as a lot of the patients are younger and undergoing screening for the first” - MRI Technologist 

“It would be great to have this or a version of this video on loop in the waiting room!” - Associate Attending

“Would be great to have this type of prep experience for Image Guide Breast Radiology…This is great.  - Director of Faculty Development

“At Vanderbilt they are using expensive mock MRIs to help patients with claustrophobia conditioning. With VR, we can do the same conditioning quicker and in a scalable way”- Clinical Nurse Specialist 

Stakeholder Interviews

Before the proof of concept build and afterwards, we conducted interviews to test the viability of our product and understand the users journey. The feedback and participation from clinical groups was helpful and informative as we built out the VR walk-through. With each iteration of changes we went back to key teams for user testing.

Key Takeaways

The greatest value add was creating a tool that enhanced the MSKCC patient experience. We offered patients (and caregivers) the opportunity to sense and confront their medical surroundings early-on, an opportunity they wouldn’t have otherwise until they arrive at MSK Koch for the first time.

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The Virtual Environment 

After completing the user journey, we took a closer look at how that journey is mapped on a real 2D floor plan using the actual rooms from Koch. We used this floor plan to outline our 3D checkpoints for VR users. We created 7 main focus areas (check points) for users to experience.

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A Detailed User Flow

Once we had our locations determined in 3D, I set out to create interactions for each space. Planning the wireframe of each virtual space helped us plan and determine the location of our UI elements, such as way-finding signage, selection menus, check points, and more. The auditory script was also planned in sync with the visual wireframe.

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Waiting Room - Step 1

Waiting Room - Step 1

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MRI Tech - Step 4

Changing Rooms - Step 2

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MRI Room - Step 5

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Locker Rooms - Step 3

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MRI Experience - Step 6

A Complex User Interface

We developed a simple UI using Figma to help users navigate and select their VR environment. Starting with menus and buttons that have large text and are accessible throughout the user journey. A patient can twist their wrist for a shortcut menu to appear, allowing them to exit, pause, or re-read instructions. We used over 35+ digital 3D assets to help make our environment look more realistic to the 7th floor Koch building

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User Experience

Once we figured out how to set up the initial 3D environment, the next hurdle was figuring out how to move around that environment. As we looked into VR locomotion, we discovered that it can be a major cause of VR sickness, so that became a driving factor in many of our UX decisions.

Locomotion

We built a teleportation based locomotion system. Using this system, the player can aim their controller at a target and select and they’ll be instantaneously repositioned at that target location.​

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Validating UX via A|B Testing

An example of how we used XR-Rig to create a much better Virtual Reality user experience. In this example, we are piloting "Pressable” buttons. I designed 3 key buttons that are used interchangeably throughout: the  states are dormant, hovered, and pressed. We chose white, grey and yellow buttons that create a more intuitive and confident selection encounter.

In the first video on the left, you can see how confusing it might be for users to feel self-assured when choosing any menu option. There are barely any signifiers that confirm where a selection can be made and verify if its even successful.

in the right video because we’ve included various signifiers, not just the reticle pointer changing colors. These selections can “push in” and have visual indicators that something is happening when their hand points at an object (sprite).

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