Sweet Valley
A virtual reality experience that helps long-term hospital patients reconnect with everyday social interactions through immersive exploration
Role: UX/XR Designer
Timeline: Fall 25 (2 weeks)
Tools: Usability Testing, Prototyping
Context: Academic project
Platform: Unity 3D, Meta Quest 2
Deliverables: VR prototype, interaction design, usability plan
The Problem
Patients admitted for extended periods often experience isolation, boredom, and a loss of connection to everyday life. While entertainment can reduce boredom, it rarely recreates the spontaneous social interactions and familiar environments that people miss most.
The Goal
Design an accessible VR experience that recreates the everyday moments people miss while recovering in the hospital.
Inspiration
Animal Crossing
Interactions with non-human NPCs that sometimes asks for help with simple tasks
Users feel good about helping them and can form attachments to these NPCs despite their non-human form
Why not just play Animal Crossing?
NPCs and environment are not realistic
Experiencing these interactions in VR would make it more immersive
Experience Flow
Hospital Room → SweetValley → Explore Community → Meet NPCs → Small Tasks → Build Relationships → Return to Visit
Explore
Transition into Virtual Reality
Can enter buildings like other open world games
Walk around common areas to talk to NPCs
Build close relationships with NPCs by talking to them often
Final Design
Role Prototype (Unity Assets Store)
Socialize
Reflection
SweetValley introduced me to designing interactions in virtual reality while learning Unity for the first time. Beyond developing a VR prototype, this project challenged me to think about how immersive environments can support emotional well-being and social connection. If I continued developing the concept, I would expand the depth of social interactions, introduce multiplayer experiences, and validate the design through user testing with long-term hospital patients.
Help Others
NPCs might ask for favors or small tasks
Earn kindness points
Community
The game remembers returning users
Playable with other real people
Future Opportunities
Multiplayer with friends and family
Richer NPC conversations
Daily-life routines
Public transportation
Personalized player roles
Kindness reward system
Success Metrics
Usability: Can patients comfortably navigate the world?
Engagement: Do players feel motivated to continue interacting?
Emotional Impact: Does the experience help recreate feelings of normal daily life?
Prototype Screencaps(selected)
Scene 1
Scene 2
Scene 3
<Scene 1.0>
<Game intro>
<Click on Start Journey to begin experience>
<Scene 2.0>
<First spawn and NPC dialogue>
<Move closer to interact with April NPC>
<Scene 2.2>
<task in progress; scene change; building interaction>
<Move to building door to enter>
<Scene 3.2>
<Scene change; Building interaction>
<Move and touch door to exit>
<Scene 3.0>
<Spawn in cafe>
<Move closer to interact with Barista NPC>
<Scene 2.1>
<NPC interaction, task received>
<Look for Cafe>
<Scene 3.1>
<Task completion>
<Navigate back to April NPC>