Matthew Lei
Partner: Empathic Computing Institute
Where am I? - Cultural Identity (Puzzle - Magic Blocks)

The underlining issues of high attrition and low engagement plaguing the effectiveness of Digital Therapeutics (DTx) for depression have long since been identified by researchers and users alike. VR therapeutics also suffer much of the same issues, however producing higher levels of depression relief. Due to the multifaceted, complex nature of depression, issues relating to low motivation and direction playing major roles in the detriment of DTx often vary from individual to individual. Perhaps heavily affected are foreign-born international university students who, undergoing processes of acculturation, may experience heightened levels/risks of depression determinants. Using a revised version of the Field Guide to Human-Centred Design and Design for Equity and Intergenerational Wellbeing, our design process follows a three-step plan of Inspiration, Ideation, and Implementation woven by Tikanga values and foundations of practice. We propose a conceptual product that integrates the above findings into an immersive experience to help users learn, identify, and act upon their own circumstances.


Who am I? - Self-Concept (Puzzle - Maze)
Who are they? - Social Identity (Puzzle - Mirror Puzzle)

What is ODYSSEY?

ODYSSEY is a VR intervention designed to combat mental illnesses within international students. But it is more than that. It is an experience more than a game. ODYSSEY encourages users to learn, recognise, and apply the learnings of themselves into the real-world through an interactive experience. While a game is a short-term intervention, this experience provides users with tools to combat their own complex situations.

Through the use of puzzles and activities combined with the immersive aspects of Virtual Reality, users are able to fully immerse themselves within the world. There are three core aspects of learning; cultural identity, self-concept, and social identity. When experiencing depression, these aspects become trapped within a cycle of negative thoughts. Users will go through each stage, consisting of what the aspect entails, its changes during depression, and methods to self-help.

After the completion of each stage, users will be granted an ‘orb of knowledge’. Providing all three of these at the ‘lighthouse’ (ending/goal) will create a display of lights, symbolising a new beginning.