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Designing a Smartphone-Based Virtual Reality App for Relaxation: Qualitative Crossover Study
Amandine Verstegen1, Tom Van Daele1, Bert Bonroy2
1Psychology and technology, Centre of Expertise - Care and Well-being, Thomas More University of Applied Sciences, Antwerp, Belgium.
JMIR Formative Research
|February 13, 2025
Summary
This study assessed virtual reality (VR) relaxation apps to develop a user-centered, smartphone-based VR relaxation tool. The findings highlight key features for creating accessible VR mental health solutions.
Area of Science:
- Mental Health Technology
- Human-Computer Interaction
- Digital Therapeutics
Background:
- Virtual Reality (VR) shows promise for mental health, particularly in relaxation exercises.
- Implementation of VR for relaxation is hindered by operational knowledge gaps, app availability, and cost.
- Current VR relaxation apps often require standalone headsets, limiting accessibility.
Purpose of the Study:
- To design an accessible, smartphone-based VR relaxation app informed by user preferences.
- To assess two existing standalone VR relaxation applications to inform the design process.
Main Methods:
- 30 participants evaluated two VR relaxation apps (Flowborne, Calm Place) in separate sessions.
- Post-session surveys gathered qualitative feedback on app features, usability, and suggestions for improvement.
- Inductive thematic analysis was used to analyze participant responses.
Main Results:
- Five recurring themes (audio, visuals, features, implementation, experience) and 13 subthemes were identified.
- User feedback informed the development of a Dutch-language, smartphone-based VR app with customizable exercises, voices, and environments.
- The app incorporates calming audio and dynamic visuals; efficacy was not assessed.
Conclusions:
- Insights from user feedback are crucial for developing effective VR relaxation applications.
- Further research is needed to evaluate the effectiveness and user experience of smartphone-based VR relaxation apps.
- Investigating interactivity, biofeedback, and environmental factors in VR relaxation is essential.

