Smile Proud
Project Overview
Summary:
In collaboration with global cleft organization, Smile Train, I designed, developed and evaluated a VR game aimed at providing psychosocial support to preadolescents with cleft.
Problem statement:
Orofacial cleft lip and/or palate (CLP) is often associated with a visible facial cleft, but also with psychosocial challenges, such as low self-esteem and social anxiety.
Accessing a licensed psychologist for psychosocial support can be an obstacle, with 57% of families with a child with CLP reporting that they travel over an hour away to their CLP care clinics.
Team:
I worked with a team of 14 people, including developers, designers, researchers and program managers, to design, develop and test the VR game
Research Methods and Process
User and Expert Interviews
Remote user interviews were conducted with preadolescents and adolescents with CLP to understand their experiences with psychosocial development (ex: making friends, interacting with classmates) and to identify key themes that should be addressed in the game.
Remote expert interviews were conducted with psychologists and clinicians to further understand common challenges preadolescents with CLP might face with psychosocial development, along with existing methods for addressing these challenges.
Inductive coding was used to identify common themes among the interview data, with the following themes regarding psychosocial development identified:
Aversion to interactions with unfamiliar peers
Discomfort in new social environments
Difficulty accepting one’s differences
Cyberbullying
This data helped provide insight as to what the psychosocial needs of preadolescents with CLP were and served as
a starting point for collaborative storyboarding workshops with psychologists and clinicians.
Collaborative Storyboarding
Collaborative storyboarding was conducted with psychologists from Smile Train’s global network of clinics and hospitals, using Miro as a remote storyboarding tool, to develop the game’s storyline and content.
The interview themes along with the experiences of the psychologists working with preadolescent patients with CLP were discussed, and together we developed storylines and game content.
The resulting storyline followed a superhero theme, encouraging preadolescent patients with CLP to focus on their positive traits and strengths, and included a Super Pet Pal to guide them through the game.
There were 3 modules developed for the game, aimed at addressing the themes identified from the interviews, providing an opportunity for patients to practice social interactions and working through difficult situations.
Contextual Inquiry
To ensure that the VR game could easily be integrated into existing structures of support within Smile Train’s network of global partnering hospitals and clinics, a contextual inquiry was conducted with psychologists to understand the format and goals of their sessions with preadolescent patients with CLP.
Through this method, we worked together to identify key points in their psychosocial support sessions that would benefit from the incorporation of the VR game, including role-playing exercises during group and individual therapy sessions.
Game Development
Using the information from the collaborative storyboarding and task analysis exercises with the psychologists, the game was developed using Unity and Photon PUN 2, a multiplayer networking package.
I created high-fidelity prototypes using Unity, and received feedback from psychologists on the game’s content, aesthetic and UI.
Using an iterative approach, feedback was incorporated into the game for further review, redesign and development.
The game was translated into the following languages for user testing: English, Spanish, Portuguese and Tagalog.
User Testing
Locations:
Colombia
Brazil
Mexico
The Philippines
Subjects:
Preadolescent patients with CLP between the ages of 9 and 15
Psychologists working with preadolescent patients with CLP on psychosocial development
Procedure:
To evaluate the feasibility of the VR game for psychosocial support as a supplement to sessions with a psychologist, the game will be used during sessions over the course of 4 weeks.
During this time, qualitative and quantitative data on the psychologists’ and patients’ experiences will be collected to determine whether the game would be feasible in providing psychosocial support, and to identify potential improvements to this technology.
Measures:
Behavioral Assessment System for Children, 3rd Edition (BASC-3)
Rosenberg Self-esteem Scale (RSE)
Need to Belong Scale (NBS)
Module feedback questionnaire on participant experiences
Post-game interviews with psychologists and preadolescents with CLP
Results
Quantitative Data
Data collected from patients from the BASC-3, RSE and NBS were analyzed using SPSS.
While no significant effects were found, it is worth noting that the data from the BASC-3 reflects a decrease in patients’ feelings of atypicality, anxiety, feeling inadequate and social stress after playing the game, with data presented on the left in Table 2.
Results from the NBS also reflect a decrease in average feelings of needing to belong among participants after playing the game.
Quantitative data collected from the feedback questionnaire on participant experiences demonstrates a positive reception of the game from preadolescent participants, with results shown in Table 3 on the left.
Qualitative Data
Psychologist and preadolescent participant interview data was analyzed using thematic analysis, identifying themes related to participant’s experiences towards psychosocial skill development, relatability of the game content and the game’s aesthetics.
Direct quotes from participant interviews suggest that their experience with the game was positive and promoted the development of psychosocial skills, with one preadolescent participant stating “some of the scenarios I have lived and others I can live” demonstrating the relatability and generalizability of the game’s scenarios.
Data also reflected some of the issues with using the game including the need for stable and reliable internet in order to use the mutliplayer features, which may be challenging in countries where access to internet is not readily available.
Insights and Takeaways
I published and presented research findings from this project at the following conferences: IEEE ICDH 2023, CSUN 2024 and ACPA 2024.
Psychologists and clinicians using the VR game as a part of psychosocial sessions with pre-teen patients during user testing found that it improved engagement and encouraged patients to be more open about their psychosocial experiences.
Preadolescent patients easily related to the modules, finding themselves understanding how to generalize lessons in real-life situations.
Based on these findings, the game is moving forward with further research and development and distribution to Smile Train’s partnering clinics and hospitals through the Meta Quest App Lab.