The Virtual High: A VR solution for screen addiction
The consequences of screen addiction are multifold and correlational to other habits, that spill over to all other areas of life. VR is used to create a solution to help visualise the choices teenagers make to understand the effects of this addiction. A selection based approach has been used to come up with user-based outcomes.
My Role
Led the 4 member design team through solution and narrative & metaphor design, built the critical touchpoints
Key Area
Virtual Reality, Unity 3D, Speculative Futures, Interaction Design
Target Audience
Young Adults 16-22