VR For Social Good is an elective at University of Florida that recently came to life under Dr. Benjamin Lok. The goal of the class is to teach students how to work under Agile philosophy in 2 week scrums to develop VR experiences to tackle a social good topic in less than a semester. To preface the topic my team chose, food insecurity describes a household's inability to provide enough food for every person to live an active and healthy life (defined by Feeding America).
We were unrestricted as to what VR platform we could develop for, and since we didn't have Oculus Rift development software skills at all, we naturally leaned towards learning Oculus Rift and desktop VR in order to gain access to a more immersive experience using the ergonomic and more natural hand controllers, the Touch Controllers.
After a careful dive into research and news about food insecurity, the team and I decided the most appropriate way to bring about awareness of food insecurity was to let users experience one of the hungry students and experience their daily life and how hunger disrupts what one would deem as normal, as well as experience a student who doesn't have food insecurity in order to establish a contrast. We would then split a student's day in school into "levels" and attempt to show direct cause and effect based on these experiences:
Then we would simply have to design methods on how to simulate poor focus, poor reaction, and poor ability on the user when it came to those events for the character with food insecurity. After they finish a day in the life with the first character, the user would then meet the second day with the second character, who wouldn't be hindered when it came to those events. By doing this, it would be feasible for the user to draw direct cause and effect correlations that food fuels all that we do.
On top of tackling food insecurity as well as learning desktop VR development, we were also learning Agile development and philosophy. Throughout 10 weeks, or 5 2-week “Sprints,” we had to change our purposes and re-scale the overall size and ambitions of our virtual reality experience due to the open-ended nature of our relationship towards the given topic of food insecurity. It wasn’t until late in the 10 week period that we reformed our initial design for an even more direct approach in order to discretely bring awareness to food insecurity.
After a couple of iterations and meetings with our product owner and accomodations to meet deadlines, our team created a more discrete story-telling experience that focuses more on identifying food insecurity on top of increasing awareness. Even though the initial proposition of simulating hunger changed, there were still VR interactions in order to immerse the user as much as possible.
Learned a lot in this class, and only furthered my interests and passion in VR due to the many ways we can eventually solve problems that matter more in society. As a summary, things I gained were: