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?