Conquer Fear. Virtually

Conquer Fear. Virtually

Improving VR exposure therapy by understanding user perception and attention

Digital Health

Designing VR Exposure Therapy for Fear Reduction

Project Overview

Project Overview

Explored how guided narration influences immersion and emotional regulation in virtual reality exposure therapy.

Explored how guided narration influences immersion and emotional regulation in virtual reality exposure therapy.

Problem Statement

Problem Statement

VR exposure therapy relies on immersion to simulate fears, but it is unclear how narration affects user comfort and emotional regulation during these experiences.

Goal

Goal

Evaluate how guided narration influences user emotional responses in VR exposure experiences while designing the study to preserve maximum immersion.

Industry

Digital Health

My Role

UX Research

UX Research

Study Design

Study Design

Prototype Testing

Prototype Testing

Data Analysis

Data Analysis

Timeline

August 2025 - December 2025

August 2025 - December 2025

Approach

Approach

To investigate the role of narration in VR therapy, we designed a controlled study comparing two exposure experiences.


Research Methods

  • A/B testing (narration vs no narration)

  • VR prototype testing

  • Participant observation

  • Post-session surveys


Tools

  • Meta Quest 3

  • 360° VR environments

  • Survey instruments

To investigate the role of narration in VR therapy, we designed a controlled study comparing two exposure experiences.


Research Methods

  • A/B testing (narration vs no narration)

  • VR prototype testing

  • Participant observation

  • Post-session surveys


Tools

  • Meta Quest 3

  • 360° VR environments

  • Survey instruments

Low-Fidelity Study

Low-Fidelity Study

The initial prototype used a bridge-walk VR environment designed to simulate fear of heights.

Participants experienced a 360° video while standing in a controlled environment and completed surveys after the session.


Study components

  • participant onboarding

  • headset fitting and safety briefing

  • exposure session

  • post-experience survey


However, early testing revealed several usability issues.

The initial prototype used a bridge-walk VR environment designed to simulate fear of heights.

Participants experienced a 360° video while standing in a controlled environment and completed surveys after the session.


Study components

  • participant onboarding

  • headset fitting and safety briefing

  • exposure session

  • post-experience survey


However, early testing revealed several usability issues.

Screenshot of Bridge walk VR environment

Screenshot of Bridge walk VR environment

Key Issues Discovered

Key Issues Discovered

Low-fidelity testing surfaced several friction points:

  • Environmental distractions from hallway testing conditions

  • Boundary interruptions when participants moved too much

  • Narration timing that felt overly directive


These issues reduced immersion and disrupted the therapy experience.

Low-fidelity testing surfaced several friction points:

  • Environmental distractions from hallway testing conditions

  • Boundary interruptions when participants moved too much

  • Narration timing that felt overly directive


These issues reduced immersion and disrupted the therapy experience.

Design Iteration

Based on the initial findings, the study design was refined.


Changes made

  • Moved testing to the XR Lab to reduce environmental distractions

  • Replaced the bridge walk with a stationary hot-air-balloon VR environment

  • Rewrote narration to be calmer and less directive

  • Adjusted timing of narration to support natural coping responses

Based on the initial findings, the study design was refined.


Changes made

  • Moved testing to the XR Lab to reduce environmental distractions

  • Replaced the bridge walk with a stationary hot-air-balloon VR environment

  • Rewrote narration to be calmer and less directive

  • Adjusted timing of narration to support natural coping responses

Screenshot of hot-air-balloon VR scene

Key Findings

Key Findings

Iteration significantly improved immersion and user comfort.

Iteration significantly improved immersion and user comfort.

Immersion increased

Refinements to the testing environment and VR experience significantly increased immersion.

  • 80% of participants reported feeling fully immersed in the refined prototype

  • compared to 33% in the initial prototype

Refinements to the testing environment and VR experience significantly increased immersion.

  • 80% of participants reported feeling fully immersed in the refined prototype

  • compared to 33% in the initial prototype

Narration influenced emotional response

Narration influenced emotional response

Participants exposed to narration reported that it helped regulate their emotional response during the experience.


Participant with narration:

“I was a little more nervous so I actually tried to listen to the narration… it helped me stay calm.”


Participant without narration:

“I could feel like we’re floating higher and higher… this would be good for people before getting on an actual hot air balloon.”

Participants exposed to narration reported that it helped regulate their emotional response during the experience.


Participant with narration:

“I was a little more nervous so I actually tried to listen to the narration… it helped me stay calm.”


Participant without narration:

“I could feel like we’re floating higher and higher… this would be good for people before getting on an actual hot air balloon.”

Confidence in therapy

Confidence in therapy

While this was not a clinical therapy session, 60% of participants reported they would feel comfortable continuing similar VR experiences if used within an exposure therapy setting.


Participants indicated that structured VR exposure could potentially help them gradually confront fear in a controlled environment.

While this was not a clinical therapy session, 60% of participants reported they would feel comfortable continuing similar VR experiences if used within an exposure therapy setting.


Participants indicated that structured VR exposure could potentially help them gradually confront fear in a controlled environment.

Outcome

Outcome

The study demonstrated that effective VR exposure therapy depends not only on the environment itself but also on the structure, pacing, and narration of the experience.

Carefully designed narration can help regulate emotional responses while maintaining immersion in VR therapy sessions.

The study demonstrated that effective VR exposure therapy depends not only on the environment itself but also on the structure, pacing, and narration of the experience.

Carefully designed narration can help regulate emotional responses while maintaining immersion in VR therapy sessions.

Reflection

Reflection

This project highlighted how designing immersive experiences requires balancing technical constraints, environmental factors, and emotional pacing.

It also demonstrated how iterative testing can improve both immersion and psychological comfort in VR therapy environments.

This project highlighted how designing immersive experiences requires balancing technical constraints, environmental factors, and emotional pacing.

It also demonstrated how iterative testing can improve both immersion and psychological comfort in VR therapy environments.

Future Work

Future Work

Future iterations could expand the research by:

  • Testing different narration styles (mindfulness vs coaching)

  • Integrating biometric feedback such as heart rate monitoring

  • Adapting exposure intensity dynamically based on user stress levels

Future iterations could expand the research by:

  • Testing different narration styles (mindfulness vs coaching)

  • Integrating biometric feedback such as heart rate monitoring

  • Adapting exposure intensity dynamically based on user stress levels

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