Co-Designing an Immersive and Interactive Alcohol Resistance Training Tool Using 360-Degree Video

Patricia Lyk, Gunver Majgaard, Timo Dietrich, Christiane Stock · Griffith Research Online · 2019

The presented design case gives an example of co-designing an interactive 360-degree simulation for alcohol prevention, where the user attends a party and creates her own experience through a number of choices. Overall, the application consists of 125 different movie sequences. The 360-degree simulation is experienced through VR glasses to provide an immersive and intense experience. As an example, the user can choose whether to drink alcohol or not, what type of alcohol and how often. The user is also faced with non-alcohol related choices such as the opportunity to help an intoxicated man, starting a fight or flirting with other guests. The alcohol intake among adolescents in Denmark is among the highest in Europe. Lately it has been found that peer pressure is the main reason why adolescents start drinking. The goal of the application is to give Danish adolescents (aged 15 to 17) a first-hand virtual experience with alcohol and some tools for recognizing and handling peer pressure, which they can use later in real life. The stakeholders in the co-design process consisted of 10 students (aged 18-28) studying film making and game design at Askov Højskole, Denmark, their teachers, alcohol experts from social services and researchers with expertise within health promotion, social marketing, virtual reality (VR), interaction design and game development. Additionally, 35 students from Askov Efterskole (aged 15-17) participated as actors and extras. This article describes the iterative design process of the application, containing exploration of key concepts, concepts design, prototype design and usability testing.

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