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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.

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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.

Keywords:
mobile phonerelaxationsmartphone-based virtual realitystressuser experiencevirtual reality

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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.