GUARDIAN'S
GUIDE

A practice-based VR experience
for first-time caregivers.

Role
Creative Technologist
Year
2024
Team
Independent project · Lisi Xie

/01 EXPERIENCE

FROM GUIDANCE
TO INDEPENDENCE

A four-stage training journey that moves from learning VR controls to applying caregiving knowledge independently.

Learn the Controls

Build confidence with essential VR interactions before training begins.

Controls → Context → Guided Practice → Independent Application

/02 TUTORIAL

LEARNING
BY DOING

First-time VR users learn Move, Turn, Grab, Push and Teleport through interaction.

Reference / Adaptation

A controller tutorial pattern adapted for Guardian's Guide onboarding.

/03 CHILD PROFILE

FROM A PROFILE
TO EXPLORATION

Instead of reading a one-page profile, caregivers discover communication, sensory and food-related needs through the child's environment.

Original paper-based child profile used as supporting context

Original Profile / Supporting Context

Discover & Review

Red / To Discover

Unexplored care information.

Yellow / Reviewed

Visited information remains accessible for review.

Check Before Progressing

Users confirm that all red objects have been explored before moving on.

Grounding the Experience

Conversations with caregivers and autism organisations helped ground the training scenarios in lived experience.

/04 GUIDED PRACTICE

PRACTICE
WITH GUIDANCE

A linear task sequence turns care knowledge into practical decisions.

Overview of the guided kitchen training environment

01 / Tableware

Avoid Object Dependency

Choose neutral tableware without distinctive branding.

02 / Toast

Introduce Small Changes

Adjust a familiar food gradually to expand texture acceptance.

03 / Fruit

Build from Preferences

Choose a softer fruit instead of introducing a drastic change.

/05 INDEPENDENT PRACTICE

APPLY WITH
LESS GUIDANCE

Learners receive one broader goal — prepare the child for snack time — and decide what requires attention.

Overview of the independent living room training environment

Reduce Sensory Load

Close the window to reduce distracting outside noise.

Avoid Abrupt Transitions

Do not suddenly interrupt an activity the child enjoys.

Keep Language Simple

Use brief, literal language rather than unnecessary wording.

Use Visual Communication

Select the appropriate visual card to communicate the next activity.

Learning Through Decisions

Caregiving principles were translated into situational choices, asking users to practice not only what to do, but how to communicate.

Unity prototype asking which sentence a caregiver would say, with three response options

Make Time Visible — and Offer Choice

Present multiple timers so the child can choose how much transition time they need.

The hourglass makes waiting visible while preserving the child's sense of choice.

Guided Kitchen

Step-by-step prompts
Linear progression
Guided decisions

Independent Living Room

One broader goal
Distributed interaction points
Independent exploration

/06 SYSTEM

BUILDING RULES
AROUND THE TRAINING

Different learning stages required different scoring, progression and anti-repeat logic.

Building the Training Environment

I translated the home-based snack routine into an interactive Unity environment.

Unity Scene View showing the complete living room and kitchen training environment

Turning Guidance into Feedback

Interaction events connected object states with immediate visual feedback.

Unity Scene View with two red cups and Select Entered interaction settings visible in the Inspector

Building the Practice Loop

Task states, object placement, UI feedback, and scoring were linked into one practice sequence.

Unity scene with the practice tray, task prompt, hierarchy and L2 Score System Inspector
Unity Inspector containing research-informed guidance about short literal language and body language

Encoding Caregiving Principles

Research-informed guidance was embedded directly into the training content and feedback system.

Guided Kitchen System

Decision Gating

The first choice locks the result and removes the alternative.

The next task unlocks only after the current one is complete.

Choose → Lock → Remove Alternative → Unlock Next

Validation & Repeat Prevention

Unity gameplay context and full Inspector showing collider validation and Grab being disabled after scoring

Collision Validation

Tags and colliders determine which choice was made.

Prevent Repeated Scoring

After scoring, the selected object's Grab interaction is disabled.

Choose → Collider Validates → Score → Disable Grab

Living Room System

Living Room
Task Logic

Stable Placement

Sockets snap objects into their intended positions.

Distributed Scoring

Living Room tasks score independently across different interaction points.

Experience Design
Training architecture and interaction flow
Unity Development
Scoring, triggers, progression and object logic
XR Interaction
Onboarding, environment exploration and decision systems
User Testing
Usability iteration and comparative validation

/07 VALIDATION

TESTED WITH
12 PARTICIPANTS

The completed VR training was compared with a paper-based child profile.

VR Training

6 / VR

Paper Profile

6 / Paper

Responsiveness

Significantly
Higher in VR

p = 0.044

Confidence

VR

6 / 6

Paper

3 / 6

All VR participants reported confidence, compared with half of the paper group.

Other measured outcomes did not reach statistical significance.

/03 Next Project

A real-scale kinetic installation that turns heritage memory into motion, rhythm and light.