Harvard MedTech · VR for healthcare

Immersive Meditation Universe

A home-based VR therapy experience for people living with chronic pain and stress, designed to work on the very first try.

Lead Immersive Experience Designer · CXR Agency (Kinemeric)

Ideation to tested build · 2022

Step inside
  • ROLE

    Lead Immersive Experience Designer

  • CLIENT

    Harvard MedTech

  • PLATFORM

    VR headset · Unity

  • TEAM

    CD, 5 3D artists, 4–5 devs, PM, QA, UI/UX

The brief

A scalable, home-based VR program for chronic pain and stress

Harvard MedTech had a strong concept: a meditative experience that could walk even complete novices into a calmer state, and eventually sit alongside medicine in a treatment plan. Our job was to turn it into a full experience, deployable to a headset in a patient’s home.

MY ROLE

I led the experience design end to end, and kept the 3D, development, product and QA teams building the same vision.

The challenge

Designing for someone who has never worn a headset

01

Accessibility first

Likely new to VR and possibly physically limited. A shallow learning curve, and it had to work seated.

02

An interface you barely notice

Controls had to be simple yet move people between worlds, with controllers minimal or gone.

03

A concept still taking shape

The client refined details mid-build, so every stage had to stay flexible enough to change scope.

The design question

How might we guide a first-time user into deep calm, with nothing to learn?

How I worked

One vision, carried across every team

I was the connecting point between the Creative Director and six groups building the experience.

Creative Director

Built the vision together. I brought the ideation and design documents for his approval.

3D artists · 5

Presented what we were building, supplied every reference, and synced on asset quality.

Developers · 4–5

Handed over storyboards, tested each build, fed back fixes, and tuned spatial sound together.

Product manager

Shared regular updates, and together we found the voice artist for the meditation guide.

QA

Shared issues and fixes so each build moved forward cleanly.

UI/UX team

Shaped the UX together. I designed the iconography, 3D icons and 3D UI myself in Vectary.

My contribution

From first idea to tested build

  1. STAGE 1

    Vision & scope

    Ideation, mood boards, spatial design, client calls

  2. STAGE 2

    Storyboards & docs

    Detailed storyboards and design documents for the team

  3. STAGE 3

    UX & 3D UI

    3D UI prototypes and icons for three worlds

  4. STAGE 4

    Worlds & breath

    Asset quality with the 3D team; the breathing particle system

  5. STAGE 5

    Sound & testing

    Spatial sound with developers; testing at every stage

25%

increase in therapy module adoption

3 home worlds

Log Cabin, Crystal Bay Beach and Zen Garden

0 controllers

to learn: gaze and breath do the work

Research & documentation

From mood board to design document

The Crystal Bay Environment moodboard: night photography of a lit overwater pavilion, a moonlit sea and a bioluminescent beach, with notes on lighting and sound
Mood boards set the look and feel of each world
A two-page storyboard: the Japanese Zen Garden environment on the left and Crystal Bay on the right, four captioned frames each, with notes on lighting, night sounds and what to animate
Design documents showed the whole team how it would look and work

Storyboards

Storyboarded before it was built

Plan views and perspectives for every world, handed to developers as the build reference.

Plan view of the coastal retreat: buildings, pools and terraces stepping down to the water
Coastal retreat · plan view
The forest cabin among pines on a riverbank, a canoe pulled up on the sand
Forest cabin
Plan view of the forest garden: a path winding between planting beds to a deck over the water
Forest cabin · plan view
Plan view of the zen garden: raked gravel, stepping stones and a dark meditation platform
Zen garden · plan view
Standing in the zen garden, raked gravel either side of a gravel path, a stilted house to the right
Zen garden
Snow mountains at sunrise, with a snowcat, a snowmobile and a shovel on the ice
Snow mountains

The solution

Three design moves that remove the learning curve

Gaze control

You steer by looking at an area of the scene. No controllers to learn, and almost no physical movement.

Breath-synced visuals

Particles move through inhale, hold and exhale with a guided box-breathing meditation, so first-timers see how to breathe.

A world to call home

Patients choose a home world, Log Cabin, Crystal Bay Beach or Zen Garden, to suit their mood that day.

3D interface

A 3D interface that asks almost nothing

I prototyped the 3D UI and designed the 3D icons for all three home worlds in Vectary. Each panel floats in the scene with one short description and a single choice.

Choose your home world
Crystal Bay Beach, one description, one choice

Final worlds

From storyboard to world

In each world, users can follow a guided box-breathing meditation or simply take in the place.

Crystal Bay Beach: a wooden deck over turquoise water, a boat moored among palms
Crystal Bay Beach
The log cabin entrance: a wooden deck leading to open carved doors under a thatched roof
Log Cabin
A red torii gate at the head of mossy stone steps, with paper lanterns, cherry blossom and stepping stones
Zen Garden

Guided by breath

Seated, still, and guided by breath

Breathing particles

Particles follow the breath through inhale, hold and exhale.

Voice and spatial sound

A recorded voice guide leads the meditation, with spatial sound tuned with the developers.

Outcome

Built for the first try, ready for the treatment plan

25%

increase in therapy module adoption

First try

Headset-ready and hands-free, used seated at home

Continued

Development went on beyond the first release

What I carry forward

  • Accessibility is the brief, not a feature added at the end.

  • The best interface asks nothing. Gaze and breath replaced menus and buttons.

  • Design for a moving target. Flexible stages let the concept grow without starting over.

Client work for Harvard MedTech, delivered at CXR Agency (Kinemeric) with a Creative Director, five 3D artists, 4–5 developers, a product manager, QA and a UI/UX team. This page shows my role and contributions.

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