Senior VR Life An MFA thesis process book
E N V I RT U A L
M FA T H E S I S
C H U J U N Z H AO
“You can’t help getting older, but you don’t have to get old.” — George Burns
Intro “En-Virtual” means “Enter to Virtual Reality.”
EnVirtual’s goal is to help seniors gain access to virtual reality and expand their experience of the outside world.
Table of Contents
2
1 Why Is EnVirtual Needed?
Research of EnVirtual
1.1 Problem Statement
14
2.1 Finding Connections
32
1.2 Background Information
16
2.2 Identifying the Topic
36
1.3 Design Opportunities
20
2.3 Focus Group
42
2.4 Making Interviews
54
2. 5 Getting Inspiration
60
4
3 Strategy of EnVirtual
Exploration of EnVirtual
3.1 EnVirtual Insights
66
4.1 Visual Development
78
3.3 Three Key Insights
70
4.2 Event Poster Development
80
3.4 EnVirtual’s Deliverables
72
4.3 Magazine Development
82
3.4 Thesis Structure
74
4.4 Icon System Development
84
4.5 Visual Identity
90
4.5 Visual Guideline
94
5
6
This is EnVirtual
Conclusion & Resources
5.1 EnVirtual Campaign
109
6.1 Looking Forward
184
5.2 EnVirtual Magazine
124
6.2 Resources
186
5.3 EnVirtual Safety Rating System
136
6.3 Thank You
188
5.4 EnVirtual Website
152
5.5 EnVirtual Event
160
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Why Is EnVirtual Needed? FINDING A PROBLEM Defining and clarifying a problem is the foundation of MFA thesis. A good problem for this course should be unique, impactful and broad. These attributes bring more possibilities and build attention into the problem-solving process.
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1.1
Problem Statement What is the problem? According to the “Loneliness Among Older Adults Survey” from AARP, 51% of lonely seniors don’t have hobbies. 39% of seniors don’t participate in social communities. Little connection with society and boring lives may bring up negative emotions for seniors, and also cause them to experience a lower quality of life. 25% of seniors over 70 years old feel lonely. Another concern that may cause seniors to experience a lower quality of life is health issues. CDC’s “Arthritis-Related Statistics Report” shows arthritis affects 49.7% of adults over 65 years old and leads to them experiencing a lower quality of life. Thus, the mobility issue keeps some seniors from exploring more possibilities in their lives.
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1.2
Background Information How can we help seniors enrich their lives? According to some research, learning new skills and technologies is important for seniors to connect with the world. Recently, many reports and news stories show that virtual reality can help seniors enrich their lives. The New York Times reports that learning new technology skills, such as virtual reality, helps seniors reduce isolation. Also, MIT News reports that virtual reality can help seniors who can’t leave the house to build a fun way to re-experience the world again.
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“Technology is a game-changer, improving older adults’ independence, engagement, and health, and reducing their social isolation.” — David Lindeman, director of the Center for Technology and Aging
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84% of seniors think using technology is an important way to connect with the world.
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53% of seniors participated in opportunities to learn something new or develop new skills to enrich their lives.
Article: What Do Today’s Seniors Value? http://aginginstride.enewsworks.com/en/10024/articles/1057/What-Do-Today%E2%80%99s-Seniors-Value.htm
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1.3
Design Opportunities How can we help seniors get more chances to access virtual reality? Opportunities 01_ Seniors don’t know about or don’t have access to information about virtual reality. Opportunities 02_ Some VR subject matter is not appropriate for seniors and may cause trouble for them (e.g., disorienting). Opportunities 03_ Seniors prefer to learn new things and skills in groups rather than individually.
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Opinion 01_ Seniors don’t know about or don’t have access to information about virtual reality.
Based on the qualitative research, 100% of people associate VR with young age groups. 37.5% of people associate VR with teenagers. 12.5% of people associate VR with the middle-aged group. However, none of them associate VR with seniors. The surveys also show that 95% of seniors don’t know about VR and have never heard about it before. Although 87% of care providers know some information about VR, they still don’t know how to get access to VR.
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“I don’t know anything about VR. But someday, I maybe want to check out the information about this new technology.” — Chen, a retired senior, living in SF
Interview from Senior & VR Event
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Opinion 02_ Some VR subject matter is not appropriate for seniors and may cause trouble for them (e.g., disorienting).
According to the survey, the top factors for seniors when it comes to VR programs is whether the experience is enjoyable. If the VR content is not selected well, some seniors may feel dizzy or uncomfortable when they are using VR devices.
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Opinion 03_ Seniors prefer to learn new things and skills in groups rather than individually
In seniors’ lives, facilities are the connection point for seniors to get together. 64% of seniors over 70 are very satisfied with the resources and services in their community. Most of them agree with the statement: “My community offers older adults a good quality of life.” They trust their community facilities and would like to participate in events held by those facilities. Another really important result shows that seniors prefer to learn new knowledge and skills in groups rather than individually.
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39% of seniors prefer to learn skills in a church or library.
27% of seniors prefer to go to a community center or another neighborhood location.
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23% of seniors prefer to go to a local community college.
22% of seniors prefer to go to a senior center or similar organization.
Article: What Do Today’s Seniors Value? http://aginginstride.enewsworks.com/en/100
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Research of EnVirtual COLLECTING INFORMATION & MATERIALS The research phase included finding connections, Identify the topic, focus group, making interviews and getting inspiration. By doing this, I found many insights that could be developed as the ideal solution for the problem.
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2.1
Finding Connections Finding connections through various aspects is an important process in every research. In this phase, I tried to use a mind map to explore my thesis topic and find the connections. I break my topic down to six categories. They are economic, political, cultural, personal, environmental and technological. In the end, I selected the most important connections from the mind map and used images to represent the keywords of each connection. Also, after finishing the connection map, there ware more ideas that can lead to design opportunities.
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INTERACTIVE
PROTECT
DEVELOPMENT
SENIORS
KNOWLEDGE
FIT
COLORFUL
DIVERSITY
ECONOMICAL
INSTRUCTION
CONNECTION
SPEED
PEACEFUL
SIMPLE
CAREFUL
CLASSIFICATION
COMMUNITY
EXPLORATION
2.2
Identifying the Topic It is very important for me to believe in the topic I’m working on. Thus, I decided to evaluate the topic with three sentences to show my opinions about the topic. I also designed three posters for each sentence in order to develop the visual language of this project.
“Virtual reality can give seniors more possibilities in their lives.” Opinion 01_ Some seniors have mobility issues, so they can’t travel or participate in some outside events. However, virtual reality can help them reexperience the outside world and find more possibilities in their lives.
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“Anyone can use virtual reality.” Opinion 02_ I believe everyone has the right to learn how to use virtual reality. Seniors can also use virtual reality if they want. Age shouldn’t become a limiting problem for people who want to use virtual reality.
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“Virtual reality can make seniors’ lives colorful.” Opinion 03_ Some seniors’ lives don’t include many interesting things or hobbies. They repeat their days again and again. However, virtual reality can make their lives colorful and bring some new opportunities in their lives.
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2.3
Focus Group As graphic designers, one of our jobs is to communicate with different people and know what they are thinking or talking about. Thus, I held a two-hour event to help me communicate with different people and collect some information about my topic. This event included four different parts: introduction about the topic, free discussion, interactive survey, and VR experiences for audiences. The goal of the event was to help me realize what seniors and young people thought about my thesis. Also, the event helped them have the experience and learn more about virtual reality. During this interactive event, I found a lot of great inspiration about my topic.
Date 04/07/2017 Participants 10 young people who are interested in how will seniors related to VR. Activities Introduction about the topic Discussion Interactive survey VR experiences.
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Problem Statement
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Discussion questions // 01. Do you have any experience teaching your parents or grandparent using smartphone or laptops? What do you teach them? // 02. During your teaching experiences, what is your feeling? Is it difficult to teach your parents or grandparents use this kind of stuff? // 03. If it is difficult to teach them new technology, what are the reasons? // 04. Would you like to teach new technology to your parents or grandparents? Why? // 05. Everyone just tried virtual reality, what do you think about it? Is it easy to use? Do you have interested in this products?
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Survey questions // 01. What is your gender? // 02. What is your age range? // 03. Do you live with your parents? // 04. . Did you grow up with your grandparents? // 05. If you don’t live with your parents anymore, what age did you move out from your parents home? // 06. Do you have experience teaching your parents or grandparent new technology? // 07. In your experience, is it difficult to teach them use new technology? Describe it as a number from 1 to 10. // 08. (One will be the easiest. Ten will be the hardest ) // 09. Are you familiar with virtual reality products? // 10. Have you ever used any virtual reality products before this event? // 11. Do you have any interested in using virtual reality products? // 12. What do you think people can see in virtual reality products? // 13. What price range will pay for virtual reality products?
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Event report
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2.4
Making Interviews I also conducted two interviews with two seniors who live in San Francisco. I wanted to get in touch with target audiences as much as possible. I also wanted to listen to their opinions and suggestions about my project. The most interesting experience during the interview was that one of them had never heard about VR before; however, after she talked with me and tried a Google cardboard, she showed a huge interest in the VR devices. This is a really good sign to encourage me to keep working on my thesis project.
// 01. Chen Live with alone in San Francisco Don’t know anything about VR before // 02. Liang Live with husband in San Francisco Don’t know anything about VR before Start have interested on VR after the interview
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“I learned how to use a smartphone all by myself. I always enjoy learning new stuff in my life.” —Chen, a retired senior, living in SF
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“VR opens a new door to me. VR has many possibilities in the future.” —Liang, live along, living in SF
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Interview questions // 01. What are you doing in your relaxing time? // 02. What’s your habit? // 03. Do you know how to use smart phone or laptop? // 04. Do you feel difficult when you are using new technology? // 05. What kinds of help do you think you need when you are using technology? // 06. Share what do you think about the virtual reality? Do you heard it before? // 07. After you use it what kinds of feeling do you have? // 08. Do you want to purchase for this products? // 09. How much can you afford for this products? // 10. If there are public facilities provide access for you to use VR, will you go there when you have free time? // 11. If your grandchildren are interested in VR, will you want to play VR with them? // 12. Do you have any suggestions for this projects? // 13. What kind of events do you usually participate? If it retaliated with VR, which aspects are you interested in?
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2.5
Getting Inspiration After holding an event and making interviews, I got a lot of inspiration. From the researches, interviews, and discussions, I narrowed my findings down to three impactful insights. Each of the insights helped me come close to a solution.
Inspiration 01_ When people mention virtual reality, young people (19-39 years) is the group that people associate virtual reality with immediately. I produced a big survey poster asking, “When people mention virtual reality products, which kind of group will you immediately relate to?” We found out that young people (19-39 years) are the biggest group associated with virtual reality. Some participants mentioned that they thought teenagers also have a great deal of curiosity about virtual reality products. However, because of the price they may not be able to pay for it by themselves. There also was one person who said, “Most teenagers and young people really care about new technology. That is why many digital companies choose them as target audiences.” During this discussion, an interesting phenomenon occurred in that just one person mentioned seniors. Thus, I figured out that most people won’t relate virtual reality products to seniors at first.
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“VR is going to be defined by the content that is designed explicitly for virtual reality.” — Palmer Luckey, founder of Oculus VR and designer of the Oculus Rift
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Inspiration 02_ Seniors need someone to be there with them when they are using new technologies. Because most of them will feel pressure when they are learning new things, they are afraid to break the products. Liang and Chen both mentioned that when they are using smartphones they are afraid to press the wrong icon and break it. Chen also said, “When no one is with me, I don’t want to learn how to use new products, even if I know it might be interesting or convenient.” Chen and Liang both said, “I need some helps when I am using smartphones.” Liang mentioned the pressure on seniors. She said when she is using some products she is not familiar with, she is very nervous.
Inspiration 03_ When people are learning how to use virtual reality products, some young people are not smarter and faster than some seniors. When I was teaching all the participants how to use virtual reality, I found out that every one of them was at the same beginning point. During the teaching process, I kept asking, “Does it feel comfortable to you?” “Do you feel dizzy while you are using it?” “Do you need any help?” “Can you control it by yourself?” I had 10 young people and two seniors learning how to use virtual reality. According to my observations, there are four young people who accepted these products more slowly than one senior. This is a really interesting phenomenon. Everyone begins at the same stage when they are learning virtual reality.
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Strategy of EnVirtual BUILD THE CONNECTION Strategies are Important for every design project. Strategydriven design helps create a common language for project and audience to discuss design decisions. The strategy-driven design is a process that is heavily informed by the research and goals established during the strategy phase of a project.
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3.1
EnVirtual Insights After a lot of research, I found 18 insights that I think are very important for my thesis topic. These 18 insights were selected based on my research, interviews, survey, and conversations. I used quotes, images, and infographics to present these insights. I also designed a one-page for my thesis project. By showing the one-page to other people, it helped them understand my thesis project immediately.
// 01. Learning new skills and technologies are impor-
// 11. Some VR subject matter is not appropriate for
tant for senior to connect with the world.
seniors and may cause dangerous. (e.g. disorienting,
// 02. Seniors prefer to learn new knowledge and skills in groups rather than individually. // 03. The interactive experience of VR devices impress people more than a 2D platform. // 04. The public doesn’t associate seniors with VR devices or programs. // 05. Seniors prefer to have more chances to get access to VR rather than buy it by themselves. // 06. Seniors don’t know about or don’t have access to information about VR. // 07. Grandchildren are an important factor which encourages seniors to have a connection with the outside world. // 08. Facilities are the connection point for seniors to get together and have access to VR devices. // 09. The biggest challenge for seniors is mobility, but they still want to have active and positive lives. // 10. VR experiences might be virtual but the emotions
hazardous). // 12. Publicize and deliver more training opportunities for seniors. // 13. Even though there are care providers to take care of seniors, seniors still need more support from young people. // 14. Digital storefronts use established standards while complying with the content classification that is legally mandated in certain countries. // 15. Oculus utilize the International Age Rating Coalition (IARC) to give people trusted and familiar ratings for all Oculus experiences. // 16. Simplified screens and functions of technologies can help seniors learn technologies quickly. // 17. Seniors don’t feel much pressure when they learn about VR because this is a new technology for both seniors and young people. // 18. Technology support is a big trend in care provide area now.
they triggers are very real.
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3.2
Three Key Insights I picked three insights that are the most significant insights from my research desk (18 insights). I also mapped out the design strategies for each insight.
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Target Audience: Primary audience: Seniors who are isolated or have mobility issues. Secondary Audience: People who support these seniors.
// 01. Insight
// 02. Insight
// 03. Insight
Senior don’t know about or don’t
Some VR content is not appropriate
Seniors prefer to learn new things
have access information about VR.
for seniors and may be dangerous
and skills in groups rather than
for them. (e.g. dizziness)
individually.
// 01. Strategy
// 02. Strategy
// 03. Strategy
Build a connection to help seniors
Create a safety rating system and
Help facilities to get more access
realize the advantages and how to
website to help seniors select expe-
with VR and encourage seniors to
access to VR.
rience that appropriate for them.
participate and learn how to use VR together.
// 01. Deliverable
// 02. Deliverable
// 03. Deliverable
A strong campaign and publication
An safety rating guide and website
An enjoyable events which is held in
to promote the awareness of advan-
can not only help senior find appro-
different facilities to help seniors to
tages of VR for seniors and help
priate VR content, but also make
get involved in using VR together,
them understand the basic informa-
sure they can have an unique and
motivate them to become interested
tion about VR.
wonderful user experience.
in VR and help them learn how to use VR.
// 01. Keyword
// 02. Keyword
Build
Create
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// 03. Keyword
Help S T R AT E GY O F E N V I RT U A L
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3.3
EnVirtual’s Deliverables EnVirtual’s Deliverables include three different parts that relate to the three insights and strategies. Each deliverable is designed to solve a problem, and all deliverables should have some connection with each other to make them a cohesive brand.
// 01. Deliverable
// 02. Deliverable
Campaign & Publication
Safety Rating System & Website
// 01. Campaign
// 01. EnVirtual Safety Rating System
The campaign will be set in senior facilities or
An additional safety rating works with exists rating
environments related to seniors, and it will deliver
system but specific for the senior group to help
information to seniors and their caregivers.
people select appropriate VR content.
// 02. Quarterly Magazine
// 02. Website
The quarterly magazine will include the newest
The website explains how this safety rating
information in the VR industry. Some articles are
system works.
about how VR relates to seniors. It will also provide some coupons for seniors to invite their friends to EnVirtual Events.
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// 03. Deliverable EnVirtual Event
// 01. EnVirtual Events The EnVirtual Events will include posters to promote the information of EnVirtual Event. It will also have a roll-up banner to welcome seniors in the front gate. A lecture with is related to how to use the safety rating system.
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3.4
Thesis Structure Make the thesis into a cohesive brand. Another important thing for a cohesive brand is to make sure every deliverable in some way has a connection with each of the others. In this way, the brand can have a consistent and powerful function to help us solve the problem.
// 01. Deliverable Campaign & Publication
// 02. Deliverable Safety Rating System & Website
// 03. Deliverable Event
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Exploration of EnVirtual DECIDE THE VISUAL LANGUAGE To develop an ideal solution based on the research. It included naming, a visual system, a deliverables contract and deliverables development. Quantity of exploration is one the most essential part of this phase. It ensures that the visual language communicates to the audience accurately, and the deliverables meet the audience’s needs.
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4.1
Visual Development In order to keep a cohesive visual language for EnVirtual, I started to explore various visual directions and sketch logos, and develop brand guidelines and deliverables’ development.
// 01. Moodbroad
// 01. Typegraphy
UBUNTU
CHARTER
ABCDEFGHIJKLMNOPQRSTUVWXYZ
ABCDEFGHIJKLMNOPQRSTUVWXYZ
abcdefghijklmnopqrstuvwxyz 1234567890
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// 02. Moodbroad
// 02. Typegraphy
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FILSON SOFT
OPEN SANS
ABCDEFGHIJKLMNOPQRSTUVWXYZ
ABCDEFGHIJKLMNOPQRSTUVWXYZ
abcdefghijklmnopqrstuvwxyz
abcdefghijklmnopqrstuvwxyz
1234567890
1234567890
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4.2
Event Poster Development In order to grab customers’ attention, I begin to design various EnVirtual Event posters to find the visual language that might best fit the brand.
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4.3
Magazine Development In order to help seniors have a better way to know more information about the VR industry, I decided to design a magazine that will have larger type for seniors to read. The magazine’s size is bigger than a regular magazine. The bigger magazine with larger typeface will help seniors read the magazine content more comfortably and conveniently.
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// 01. Round
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// 02. Round
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4.4
Icon System Development In order to create an icon system that can help seniors understand it in a really simple way, I began to sketch different icon styles and tried to find the best style to help audiences understand really quickly and easily.
// 01. Round
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// 02. Round
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Visual Identity The brand is called EnVirtual; it comes from “Enter to Virtual Reality.” The brand helps seniors gain access to virtual reality and expand their experience in the virtual reality world.
8x
4x
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4.6
Visual Guideline Our brand guides represent our brand core values and mission. The main goal is to create a visual language and a consistent experience that lets people know who we are and what we are about. From design, color, and photography to voice and tone, every aspect of our brand will live up to our mission and reflect who we are and what we do.
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// 01. Color Palette
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// 02. Typography
Filson Soft
01. Heading type
Azo Sans
02. Body type
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03. Quote type
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A New Way to Expand Your World Craig Palmer hasn’t left his Manhattan apartment in four years, but on a recent afternoon, the 78-year-old made a transatlantic voyage—while seated upright in his bed. Nimusapitis nusdae quo doloresequis ex expliqu oditatibus, ilicius vollatatqui omnima preped et ere, volor solupta tescid quia ne explabo. Et ommodion exceser fersper atenda commolector arum conserist autatii
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Filson Soft Bold
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// 04. Graphic Element For EnVirtual, the most important thing is to create a visual system that can have a fun and exciting feeling but not make people feel it’s an exaggeration. From the critique, I found out the first draft of EnVirtual’s visual language had too many different variations. The variations made the brand look incoherent and lack organization. Thus, I decided to create a guideline for my graphic elements, which means all the circles need to be arranged in a consistent way. The circle guidelines have many different sizes that can be applied to every deliverable. The circles on all the deliverables are behaving in the same various sizes. Every circle I put on my deliverables should be chosen from the circle guidelines.
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This is EnVirtual DESIGN THE DELIVERABLES The final visual system and deliverables are shown in this chapter. The visual system can guide you to use the EnVirtual identity. Final deliverables www laid out dynamically. They were meant to give the viewer an exciting experience.
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5.1
EnVirtual Campaigns The EnVirtual campaign is set into the environment to deliver messages for its audience. The EnVirtual campaign will be set in senior facilities or locations related to seniors, and it will deliver information to seniors and their caregivers.
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Video Promotion In the 50s, photography took us everywhere we wanted to go, and View-Master provided us a different way to look at the world through stereo still images. In 2018, we have Virtual Reality or VR to help us explore the outside world. With VR, we can achieve so many things. In our own home, we can not only travel to Rome but also be in Rome. We can even create our own artwork in a three-dimensional way. The artwork we create can take on a depth we could never have imagined before. So here comes the question: How can you get information about VR? How can you feel safe while using it? How can you get together with friends and family when you use it? Welcome to EnVirtual. With its quarterly magazine, you can find out the newest information about VR. With EnVirtual’s safety rating system, you can always choose the VR experiences that feel most appropriate for yourself. With its events, you have the opportunity to use VR and get involved together with your friends. All of these things now can happen with EnVirtual.
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EnVirtual Magazine The EnVirtual quarterly magazine will include the newest information on the VR industry. Some articles are about how VR is related to seniors. It will also provide some coupons for seniors to invite their friends to the EnVirtual Event.
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5.3
EnVirtual Safety Rating System What is EnVirtual Safety Rating System? The EnVirtual Safety Rating System was designed base on the ESRB system which is a entertainment software rating board for VR game industry.
What is ESRB? The Entertainment Software Rating Board (ESRB) ratings provide guidance about video games and apps so that consumers, especially parents, can make informed choices about the ones they deem suitable for their family. ESRB ratings have three parts: // 01. Rating Categories suggest age appropriateness // 02. Content Descriptors indicate content that may have triggered a particular rating and/or may be of interest or concern // 03. Interactive Elements highlight interactive or online features of a product, including users’ ability to interact with each other, the sharing of users’ location with other users, if purchases of digital goods or services are offered, and/or if unrestricted internet access is provided
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How does EnVirtual Safety Rating System (ESRS) Work? The EnVirtual safety rating system as an additional safety rating system can be classified in four categories. They are physical state, time limits, avoidance and side effects. This four categories can help senior know more details about the VR content before they decide to watch it.
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Physical State Sit___Sit while using Stand__Stand while using Move__Move while using
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Content suitable only for adults ages 18 and up. Sit while using.
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Stand while using. Physical Use
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CONTENT DESCRIPTORS Content suitable only for adults ages 18 and up. Move while using.
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Time Limits 15mins___Need break every 15mins The Centers for Disease Control and Prevention (CDC) suggests the amount of exercise time for people who are age 65 and older are10 or 15minutes each part. Seniors can break their exercise times into two or more times a day. — <Exercise Plan for Seniors> Medically reviewed by Daniel Bubnis, MS, NASM-CPT, NASE Level II-CSS on August 10, 2017 — Written by Dana Sullivan Killroy 30mins___Need break every 30 mins Prolonged usage should be avoided, as this could negatively impact hand-eye coordination, balance and multi-tasking ability. — <Gear VR: Safety and Health precautions> Samsung Web Last modified : Dec 15. 2017
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CONTENT DESCRIPTORS Content suitable only for adults ages 18 and up. Need break every 15mins.
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CONTENT DESCRIPTORS Content suitable only for adults ages 18 and up. Need break every 30 mins.
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Avoidance Vision___Don’t use VR if you have eye problem. We recommend seeing a doctor before using the headset if you have pre-existing binocular vision abnormalities. — <Virtual Reality Health & Safety Usage Guide – ClassVR> Hearing___Don’t use VR if you have hearing problem. A comfortable virtual reality experience requires an unimpaired sense of motion and balance. Do not use the headset when you are earaches. — <Virtual Reality Health & Safety Usage Guide – ClassVR> Low Stamina___Don’t use VR if you have low stamina. A comfortable virtual reality experience requires an unimpaired sense of motion and balance. Do not use the headset when you are: Tired; need sleep. — <<Virtual Reality Health & Safety Usage Guide – ClassVR> Headaches___Don’t use VR if you have headaches. A comfortable virtual reality experience requires an unimpaired sense of motion and balance. Do not use the headset when you are headaches. — <<Virtual Reality Health & Safety Usage Guide – ClassVR>
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Don’t use VR if you have headaches. Health Warnings
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CONTENT DESCRIPTORS Content suitable only for adults ages 18 and up. Don’t use VR if you have earaches.
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Side Effects Dizziness___This content might cause dizziness. This is going to vary, just as it would with any sort of anything in life. People prone to motion sickness and veritgo are not going to be on a good foundation going into the world of VR, but even if you aren’t prone to these unpleasantries, they might still come about if you are in VR too long. If you do find yourself feeling under the weather, simply take off your headset. — <The Negative Side Effects Of Virtual Reality> CODY LEWIS MARCH 7, 2018 Nausea___This content might cause nausea. In traditional motion sickness, the mismatch occurs because you feel movement in your muscles and joints as well as in the intricate coils of your inner ear, but you do not see it. That is why getting up on the deck of a ship and looking at the horizon helps you feel better. But with digital motion sickness, it is the opposite. You see movement — like the turns and twists shown in a movie or video game car chase — that you do not feel. The result is the same: You may have sensory conflict that can make you feel queasy. — <The Negative Side Effects Of Virtual Reality> CODY LEWIS MARCH 7, 2018
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Content suitable only for adults ages 18 and up. This content might cause nausea.
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CONTENT DESCRIPTORS Content suitable only for adults ages 18 and up. This content might cause dizziness.
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Content suitable only for adults ages 18 and up. This content might cause eye soreness. Side Effects
ESRB
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Promotion Poster & Video of ESRS Virtual reality or VR is a modern way to expand your life to the outside world. Do you want to have an enjoyable VR experience? Do you want to find the VR content that fits best with you? EnVirtual Safety Rating System, or ESRS, is the answer to these questions. ESRS is designed for people who want to know more details about the VR content before they immerse themselves in the experience. ESRS has four different rating. The first, Physical Use, tells people whether they need to sit, stand, or move while using VR. The second, Time Limits, helps people know how long they should use the VR content. The third,
Health Warnings,
helps people know what kinds of VR experiences are not suitable for your health situation. For example, when you have a headache, some VR content is not suitable for you to use. The last one is Side Effects. This rating helps you avoid uncomfortable experiences after you use the content, Such as, eye strain or dizziness. With EnVirtual Safety Rating System you can prepare yourself to have a wonderful VR experience.
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EnVirtual Website I picked three insights which are the most significant insights from my research desk. I also map out the design strategies for each insight.
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EnVirtual Event What is an EnVirtual Event? The EnVirtual Event is designed to help seniors who live in nearby communities gain more access to using virtual reality through their community facilities. The EnVirtual Event is a monthly event. This event will help seniors gain more chances to use VR. The event will be held in many different senior facilities. At the event, seniors can be connected as a small group to use VR together.
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User Journey EnVirtual Eventâ&#x20AC;&#x2122;s user journey helps audiences understand how people go through this deliverable more clearly. Persona
Name Jennie & Mike Age Jennie: 70 Mike: 73 Status: Married, lives together, has three kids Three traits: Have interesting on new things, wants to know new people, enjoys their retirement life.
//01. Step Jennie and Mike walk on the street and see the marketing materials of the EnVirtual Event. They have huge interesting in this event and decide to participate one of it.
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//02. Step Mike checks out the EnVirtual Website and finds out that there are many different senior facilities hold the event. They can just go to the nearest EnVirtual Event which they can find on the website. It is good for them because Mike is not very convinced to move.
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//03. Step When Jennie and Mike arrive at the nearest senior facilities, they can see some roll-up banners to welcome they participate the EnVirtul Event.
//04. Step Jennie and Mike meet some new friends in the senior center and wait for the beginning of the event.
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//05. Step Before using the virtual reality, Jennie and Mike need to do some preparing exercises.
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//06. Step Begin the most wonderful and comfortable virtual reality experience on EnVirtual Event.
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Conclusion & Resources SUMMARY AND LOOKING FORWARD It is very important for designers to summarize all processes at the end of a project and also look forward to the potential possibilities of it.
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6.1
Looking Forward EnVirtual is just a beginning. I believe there are huge possibilities for seniors and the virtual reality industry. In the future, virtual reality will make a considerable impact on seniorsâ&#x20AC;&#x2122; lives. EnVirtual keeps building the bridges and connections between virtual reality and seniors. As a graphic designer, my principle is to help seniors gain more chances to access virtual reality through graphic design. By making virtual reality and information easier for seniors to access, they will be more and more familiar with virtual reality and realize the advantages of it. Once seniors know more about this field, they will see how this will impact and improve their lives. In the future, I look forward to potential collaboration with other talents to bring this project to life.
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Resources
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6.3
Thank You
Family & Friends Mam, Dad, Grandparents, Suiyi Dan, Meng Wang, Jolena Yang, Zili Ma, Yuran Chen, Xinyu Yue
Instructors Mary Scott, Phil Hamlett ,Christopher Morlan, Hunter Wimmer, Samantha Perkins, Stanley Zienka, Sandra Isla, Tim Carpenter, Lian Ng, Carolina, David Scott, Carolina de Bartola, Kathrin Blatter, Bob Slot
Supporters Paris Yan, Matte Ma, Ye Zhang, Scot Crisp, Rui He, Jialu Li, Mingguo Li, Yitian Ma, Selina Wu, Chih-Hsuan Lee, Lina Wang, Tao Wen, Lingi Yuan, Chris Yang, Cindy Zheng, Yeji Kim, Chammi Kwon, Jungming Lee, Linlin song
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Thank you everyone who supported me during this journey. I couldnâ&#x20AC;&#x2122;t have done it without your understanding, patience or spirit. Thank you very much! [ 01 02 03 04 05 06 / ]
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School Academy of Art University School of Graphic Design and Digital Media
Instructors Phil Hamlett David Scott
Designer Chujun (Jun) Zhao chujunpo@gmail.com
All Right Reserved Copyright Š 2018 Chujun Zhao No portion of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means electronic, mechanical, photocopying, recording, or otherwise without the express written permission of the publisher.
www.envirtualseniorlife.com