THIN LINE
Now Available on Google Play!
Now Available on Google Play!

Now Available on Oculus Store!
Contribution
Designer and Programmer
Development TimeLine
15 weeks
Framework
Unity
Platform
Google Daydream and Oculus
Description
Project Thin Line is about making a mobile VR experience dealing with women’s reproductive rights. Through the use of interactive narrative, we aim to encourage healthcare providers to identify their biases towards women who had an abortion, evoke empathy, and raise discussion around this topic.
DESIGN PROCESS
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The experience we were creating could be easily shut down by people with preconceived notions/biases.
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It was important to learn about methods used in psychology to deal with such challenges.
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I read a paper on Experience-taking by Geoff Kaufman to form design principles for this experience.
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We knew that we had to tread very carefully when handling such a sensitive topic and ended up calling it ThinLine.

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Defining the Goal, Barriers and Design Pillars based on Sabrina Culyba's Transformational framework .
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We clearly defined the design pillars for the experience on the bases of hypotheses from Geoff Kaufman's paper on Experience-taking.
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We clearly stated our High-level goal for the experience which is essentially the purpose of our project.
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We identified the barriers faced by us as developers keeping the health care providers as our target audience in mind.
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I had a really great time collaborating with the narrative designer on my time while designing this part of the experience.
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The woman enters a nostalgic memory lane down her past by going through her keepsakes.
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Each keepsake has a story associated with it that helps you learn more about her childhood, teenage years and current life.
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We sat down together to make a list of keepsakes depending on the type of story we had to tell.
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I then carefully made a list of all possible interactions with each kind of keepsake.

Process Flow Diagrams for interactions with keepsakes.
I decided to make process flow diagrams for keepsakes so as to keep programmers and artists on the same page. I realised that this approach helped the programmers to create interactions with placeholders and deal with unforeseen problems much before the actual art assets were put in for the playtests. As we were conducting playtests every week, it was important that both programming and art was done simultaneously. This is also a way of making sure that we identified all possible scenarios before we started implementing the concept and everyone on the team are aware of it.
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