Better quality of life with a VR train

Bringing up new and old memories.

Introduction

In this project, I share my work on the development of a VR experience specifically designed to improve the quality of life for elderly individuals with Alzheimer’s and dementia.

In 2020, during my Game Development & 3D minor at NHL-Stenden, I took my first steps into game design and 3D development.

This project was not only an opportunity for me to gain technical skills but also to enhance my communication skills by translating complex ideas into accessible solutions for a vulnerable audience.

The Beginning

Background & Problem Statement
In 2020, I received a school assignment focused on improving the quality of life for elderly individuals with Alzheimer’s.

During the Covid-19 pandemic, I thought it would be a great idea to offer these individuals a sense of freedom and adventure.

This project also presented a valuable opportunity for me to learn how to approach a complex topic from a communication perspective, while considering the needs and interests of a specific target audience.

Research & Concept Development
Due to the temporary restrictions, we were unable to conduct direct interviews with elderly people. However, through creative communication methods, we were still able to gather valuable insights. We conducted interviews with healthcare staff and used online surveys to collect data. Through this process, I learned how to effectively apply my communication skills within the constraints of the situation. Our key insight was that many elderly individuals missed traveling, and this led to the development of our concept:

A virtual train journey experience, allowing elderly people to discover "new" places from the safety of their own environment.

The Idea: VR-Train

The Concept
We developed the idea of a VR experience in which elderly people could virtually travel through countries of their choice. Thanks to YouTube, we had access to a wide range of lifelike train ride videos from around the world.

Communication & User-Centered Design
By communicating effectively and conducting thorough research, we were able to identify and address potential barriers to VR use among elderly individuals.

Naturally, I researched motion sickness in VR to ensure that elderly people could actually use the technology without discomfort.

We designed the experience with intuitive visuals and a calming atmosphere, making it both appealing and accessible for the target audience. By thinking with the user in mind, we created an experience that encouraged elderly individuals to connect with the world beyond their immediate surroundings.

Creation Process

Communication through Design & Asset Development
In this project, I learned how effective design can serve as a communication tool. Along with my team, I created an asset list and designed simple objects that made the VR experience realistic and inviting. I developed several objects.

The process of designing and developing these assets strengthened my communication skills by teaching me how to align design choices with the emotional and practical needs of our target audience.

Outcome & Reflection

This project greatly enriched my communication and creative skills. The end result offers elderly individuals a new form of interaction and enjoyment, despite their physical limitations. One of my teammates even tested it with his grandmother, who has dementia, and during the test, she mentioned that she had already been to the location the train was passing through. While this wasn’t entirely true, it provided her with an engaging and enjoyable experience. 

All in all, a huge success!

By applying my technical and visual communication skills for a target audience with unique needs, I am certain I want to continue doing work with social impact.

Demonstration

Watch as I demonstrate the VR-Train: a brief glimpse into the virtual world we’ve created for elderly individuals with Alzheimer’s.

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