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Who is it for?
Runners with performance goals (competitive amateurs up to elites) Aged 18-24 (Gen-Z) Why: getting runners to think about their approach to injury early in their career can have the most impact 18+ is more accessible user testing group, adults can decide if they want to participate and within the university there at
What does success look like for users? How will it be measured?
Athletes understand that narratives affect their injury experience, both those that they create and those that exist in culture/society Athletes explore one or more of the narratives and understand concepts from them Athletes can reflect on their own injury experiences in relation to those concepts Measurement: Interview via user test Measure the number of narratives users explore and time in each scene Review reflections from their injury experiences
What is the research question?
To what extent can VR assist with helping runners construct their own sports injury narratives How effective is VR as a method of arts-based knowledge transfer in communicating sports injury narratives?
How do sports injury narratives help athletes?
The narratives that are ‘out there’ are powerful resources in scaffolding how athletes come to make sense of their experiences The type of story an injured athlete tells will shape how they think, feel, and behave in relation to their injury experiences Stories can enable/constrain individuals in different ways Multiplicity of injury narratives offers athletes greater opportunity and flexibility in framing and re-framing their injury experiences as necessary Dr Ciara Everard - “Working with injured athletes: Sports injury narratives” [Powerpoint Presentation]
What will happen?
There will be an intro explaining what to expect and the context of the experience (that it is based on the Merry-Go-Round narrative from Storying Sports Injury Experiences of Elite Track Athletes: A Narrative Analysis) Intro will explain how users should interact with the scene and get them to test out the interaction of grabbing a 3D object to play audio and progress the story Users will continue into the Merry-Go-Round narrative scene The narrator will deliver the key sports psychology information that underpins the athlete’s experience of the Merry-Go-Round. This will be backed up with an emotive athlete story that is triggered when the user picks up a virtual object relating to the athlete’s story. The virtual object will be animated to reinforce points or themes within the athlete’s story. This repeats for 8 iterations.
Where will it happen and who with?
At home, a solo experience
What will the user hear?
There will be a voiceover guide that explains concepts and narrative elements together and multiple different athlete voices that tell short parts of their stories (<30sec)
What kinds of interactions will the user do?
We have worked on a first draft of interactions for athlete stories and objects that trigger them: https://coda.io/@jonjhiggins/the-resilience-narrative/merry-go-round-athlete-story-interactions-36 I will work on sketching these out next and we will iterate on these.
Is it MR or VR?
VR or MR? This will be a Virtual Reality experience as in our user testing all 3 participants found the mixed reality pass-through distracting, with no real benefit. Virtual Reality will help increase immersion and we will have more control over what to focus the user's attention on, as well as more compelling lighting and graphics options. Users tend to move more freely around space in Mixed Reality, but the experience needs to work seated for injured athletes, so this is less relevant for this experience.
What does it look like?
The environment will be a liminal space that allows the virtual objects relating to athlete stories to take centre stage. The liminal space can change in relation to the story (e.g. it may turn dark and rain in the space, or brighten to white) The aesthetic of the virtual objects is currently unknown, we will work with placeholders to start with (e.g. there will be a 3D object that looks like a running shoe, but aesthetically it may not match up with elements in the scene) and refine the aesthetic over time.
What will the denouement (in-world offboarding) be like?
How to make an engaging experience?
Is the user listening? Can other things keep them listening? Break into smaller sections Edit down Reinforce Text Visuals Interactions SFX What brings athlete stories to life? Text Visuals Interactions - hands SFX What reinforces knowledge? Asking user questions
What is the high-level user flow of the experience / what are the scenes?
Intro to experience and narrative concept User is presented with names of available sports injury narratives and high-level info, they choose which to explore User explores a sports injury narrative They are suggested to explore a contrasting narrative or reflect on their experience Section to reflect on their experience Outro
What is the target device / hardware?
Hardware: Oculus Quest 2 and Quest Pro standalone Software: Unity with Oculus SDK
Performance or app store release?
Experience will be standalone, downloadable from app store
What happens in the experience?
The user explores sports injury narratives in a virtual environment. The user connects to athlete stories by using their hands to interact with virtual objects that represent the athletes story. Basic version There will be an intro to explain what the experience is about and to get the user used to hand-tracked interactions, so they know what to expect and how to use the experience. They will proceed to the Merry-Go-Round scene. This will follow the narrative structure of the Merry-Go-Round YouTube video (narrator voiceover explains concept from injury narrative then it is backed up by athlete story voiceover). In this experience athlete stories will be triggered by the user interacting (via their hands) with virtual objects that appear in front of the user when the narrator voiceover has finished a section. For example, a virtual shoe will appear and when the user handles the shoe the athlete's story is played. We aim for this to make a physical-emotional connection between the user handling an object and hearing the athlete's story. There will be 6-8 athlete stories - Outro can direct users to the Sports Injury website to view the other injury narratives Extended version / reach goals As above, but instead of going straight to Merry-Go-Round they can choose between that scene Resilience or Longevity At the end of a injury narrative scene the user can view a contrasting narrative The narrator asks the user questions relating to the scene to aid their comprehension, user can respond via voice
What is the denouement / in-world offboarding?
What happens in the intro / tutorial?
What are the key milestones / how long to spend on things?
Term

Who is it for?

Section
Audience and purpose
Description
Runners with performance goals (competitive amateurs up to elites)
Aged 18-24 (Gen-Z)
Why:
getting runners to think about their approach to injury early in their career can have the most impact
18+ is more accessible user testing group, adults can decide if they want to participate and within the university there at

Naomi questions at start

9/22/2023
Is your piece intended to be game engine or 360 video based and why?
Game engine:
I’m most interested in interaction/movement and think it applies well to the project goals and I see game engines as providing more options in this area than 360 video which can be more passive.
My skillset and career ambitions are more aligned with game engine than 360 video
360 video does provide a great way of capturing an environment and events within it, so if the scene you want to capture exists in the real world this can be a lot quicker/cheaper than recreating it in a game engine. 360 video is also much easier to distribute (works on lots of devices), although I think the research papers already provide an easy to distribute option.
Are you intending this to be a VR or MR experience?
Undecided but needs resolving via a tech spike into the options once I have narrowed down the visual aesthetic and interaction design. MR provides better options for encouraging movement but can be visually limited compared to VR as its virtual objects have to compete with the real world. I would like to try a tech spike that combines the two, e.g. begin in MR to get used to it, then use a semi-transparent overlay over the pass-through video to provide a VR backdrop to make virtual elements visually more compelling.
How wide or narrow will your focus be on specific types and locations of injury?
Planning to keep the type/location of injury out of the experience, as the Storying Sports Injury Experiences narratives don’t apply to specific injuries, other than they are injuries (physical and mental) that affect a runners ability to perform. Some injuries may be too severe to be catered for by the narratives, e.g. looked at narratives applying to rugby players who suffered life-changing spinal chord injuries which are different to the narratives in Storying Sports Injury Experiences.
How adaptable is your piece likely to be to different types of injury?
A good question and I do have some concerns around accessibility and injuries, e.g. I don’t want to get user to do something that isn’t possible because of their injury. Originally I was thinking of asking where the user was injured to tailor the experience for them, but now I’m thinking maybe it can be done by offering different types of locomotion (walk around vs seated teleport), interaction (hand grab vs ray cast to grab) and adjusting the height of intractable objects (e.g. seated/wheelchair vs standing). Due to time constraints another approach is to call out the types of injury it currently is and isn’t suitable for.
Do you have a specific first person story or stories in mind to hang the narrative on?
The research has short quotes of athletes they interviewed about injury stories I have emailed to ask if I can use. I hadn’t thought of having something more advanced like a single story or perhaps writing a story based on the interviews. This wasn’t something I was looking to cover due to other responsibilities but Rebecca is keen to help with dramaturgy and storytelling. Might see if I can get longer excerpts of athlete stories from the research.
Will the participant be in the first-person POV of the athlete whose story is being told?
I had seen it as a third-person experience where you explore different athletes stories at a distances, but that is probably just because that is how the research videos approached it. The first-person POV is an interesting twist and I will add a question about 1st vs 3rd person POV
How will you address their embodiment?
If it was 1st person POV, the camera angle would assist with embodiment. Other ideas:
Selecting which athlete to embody via an object or clothing that you can then see on you in the scene, e.g. reflection in water or a watch on your virtual hand, looking down to see virtual running shoes on you
Interacting with objects that are personal to them or feature in the audio of the athletes story, or perhaps represent an abstract concept (e.g. pushing the snowball that increases in size to represent the athletes problems getting worse)
Use a virtual filter of some kind that alters the pass-through video representing how the embodied athlete sees the world, e.g. rose-tinted soft focus for happiness and balance or sharp, pixelated monochrome for negative thoughts
What kinds of movement will alter their experience if any?
I’ve added a question (
) which I’ll explore next week around movement/interaction
How will the injury and recovery aspects be simulated?
The athlete stories in the research don’t tend to be specific about injuries or recovery programmes, presumably so people don’t get caught up on technical aspects of the injury/recovery and that their experiences can apply to a wider range of injuries where the experience is similar if not the exact injury? So I think I will follow that approach. This may change if I decide to create a more detailed narrative around a specific athlete
What are your thoughts on simulating weight and lifting?
This is tricky in XR and virtual objects are effectively weightless, it’s not easy measure muscle tension and muscles work better when an object has real weight and gravity acting on it. As I understand it an EMG can be used to measure muscle activity which could be quite interesting but probably too much of a divergence for this project. Haptic feedback sometimes adds to the physicality of an object, but not weight specifically. A lo-fi way I have seen of emulating weight is by having to grab object via controller trigger for a set amount of time before it can be released and lifted, with some kind of audio/visual feedback to simulate muscular effort which the controller trigger is down (e.g. Gauge in ). This could map to hand tracking via a fist hand pose perhaps. Just did a quick Google and there is a VR experience, , that uses real weights in the experience. With MR it would be possible to use real objects and track them as virtual objects.
How could you calibrate this to differing levels and severities of injury?
Raycast vs direct hand manipulation, although I’m not sure how you simulate weight with a raycast
Will the experience be gamified in the sense that they can 'win' or progress by using it? If so how?
Hadn’t thought about gamification, it would be useful to reward the user for progressing through the experience, but I am aiming for an exploratory thought-provoking experience so the gamified elements might be quite subtle? Current user journey is something like this
Consultation scene: user is asked questions about a recent injury to understand which of the 6 socio-cultural narratives is closest to their current approach to injury. Would use rich interaction and movement to get answers from user (e.g. virtual objects float around space that represent different injury narratives; user is asked to move and grab one that represents their injury experience, then talk about why. Interacting with 3D objects could play audio of athlete's stories)
2. Current narrative scene: based on user's answers in consultation the user can progress to a scene explaining one of the 6 injury narratives that is closest to their current approach to injury (e.g. interaction and audio/visuals could be used to illustrate abstract concepts, so "Snowball" could include a virtual snowball the user has to roll to across the room that grows in size and plays audio about that narrative)
3. Alternative narrative scene: based on user's answers in consultation the user can progress to a scene explaining one of the 6 injury narratives that prioritises physical or mental health to provide contrasting story for the user to consider
4. Ending: unsure of this but somehow to help user formulate their thoughts on the experience / reframe their injury experiences / come up with new approach for injury in future
I don’t have any ideas currently but looks like there are some opportunities to use gamification to encourage progression / discourage drop-off
What narrative devices do you think will be the most useful in taking your audience members/ players on the kind of emotional and cognitive journey that will make your piece useful to the target audience?
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