Consent Matters


Consent Matters is a virtual reality(VR) game that developed from an educational module about sexual harassment from the University of Sydney, providing immersive, scenario-based learning experiences on consent topics, while incorporating customizable elements to cater to diverse student needs.





PROJECT SCOPE:
ROLE:
TOOLS:
3 months, Team of 4
UI designer; User researcher
Unity, Figma, Miro




01

Project Brief


Consent Matters is a virtual reality(VR) game that developed from an educational module about sexual harassment from the University of Sydney, providing immersive, scenario-based learning experiences on consent topics, while incorporating customizable elements to cater to diverse student needs




02

Problem 
Space

The Consent Matters module at the University of Sydney faces several critical challenges that hinder its effectiveness in addressing sexual assault awareness and prevention.






03

Competitor 
Analysis

In the field of consent and sexual assault prevention, a variety of initiatives have emerged, both globally and within specific institutions.






04

Primary Research - Qestionnaire


According to the data from our questionnaire research, the majority of University of Sydney students express below-average satisfaction with the efficacy of the consent matter module (figure.1).



Dissatisfaction is evenly distributed across different sections within the module. Notably, a significant proportion (21.9%) of students do not recall any content covered in the module (figure 2).






05

User Needs






06

Concept 
Construction

The VR prototype immerses students in scenarios highlighting the importance of consent. It allows users to navigate freely, offers quizzes for engagement, and emphasizes the consequences of sexual assault to deter potential perpetrators.

The user will experience the redesigned 3rd section of the current Consent Matters module, "looking out for others" from a third-person perspective, educating the users to help others correctly.





07

Persona










08

Iterations

To best cater to user needs in our design and ideation process, we created a rough prototype and updated it three times based on evaluations from three rounds of user testing. Forms of prototype and the strategy of user test evaluation were outlined in the workflow below:







09

Setting Up


Fig.1 HTC VIVE PRO 2
Setting up the device:

The HTC VIVE Pro 2 was utilized to run this VR experience because it can provide users with a higher-resolution audio-visual immersive experience and easier interaction with the UI elements in the scene using controllers. The C# language was employed to empower the user interface elements and the 3D environment, enhancing the user's navigation experience. The DOTween animation tool was referenced to achieve most of the motion animations in the game.


Narrative and scenario building:

A high-fidelity bar scenario, as depicted in the cardboard model of the prototype, was recreated in Unity (Figure). Key characters were positioned in their corresponding places. Ambient sound effects and voiceovers for conversations were incorporated to immerse the audience in the narrative. The character style oscillated between humorously cartoonish and overly realistic human models to prevent the potential triggering of traumatic memories.



Fig.2 Scene created in Unity




10

User Flow






11

UI Kit









12

Final Product








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