Design and Validation of a Virtual Reality Framework to Mitigate Criticism Anxiety and Enhance Interview Performance.

Design and Validation of a Virtual Reality Framework to Mitigate Criticism Anxiety and Enhance Interview Performance.

Design and Validation of a Virtual Reality Framework to Mitigate Criticism Anxiety and Enhance Interview Performance.

Case study

Project

VR framework for
Anxiety

Industry

Virtual Reality

Role

UX Researcher

& Designer

Contributions

Research, VR framework, Testing, Iterations, Data analysis

Research, Testing, framework, Iterations, Data analysis, VR

Job interviews are crucial in achieving employment opportunities, yet they often trigger high levels of anxiety and stress, particularly in individuals with the fear of facing criticism. Study highlights the importance of practice in reducing anxiety and improving interview performance. Virtual reality (VR) offers an innovative approach to simulate realistic environments, enabling users to practice and improve their skills in a safe and controlled setting.

Problem Statement

Problem Statement

Problem Statement

Despite the potential of VR in training, current solutions often lack personalisation, interactive feedback, and engaging elements that keep users motivated. Many individuals with interview anxiety struggle with eye contact, focus, and confidence during interviews. Existing VR tools are either cost-prohibitive or lack the immersive quality needed to replicate real-life challenges.

Objectives

Objectives

Objectives

Investigate the impact of social anxiety

Investigate the impact of social anxiety

Investigate the impact of social anxiety

Design a VR framework

Design a VR framework

Design a VR framework

Eye tracking and a "criticism sandwich" theory

Eye tracking and a "criticism sandwich" theory

Eye tracking and a "criticism sandwich" theory

Test and validate the VR framework

Test and validate the VR framework

Test and validate the VR framework

Assess the effectiveness of the framework

Assess the effectiveness of the framework

Assess the effectiveness of the framework

Provide practical guidelines on integrating VR technology

Provide practical guidelines on integrating VR technology

Provide practical guidelines on integrating VR technology

Gaps Identified

Gaps Identified

Gaps Identified

Limited Personalisation

Limited Personalisation

Limited Personalisation

Lack of feedback system

Lack of feedback system

Lack of feedback system

User engagement

User engagement

User engagement

Realism in Simulations

Realism in Simulations

Realism in Simulations

Problem Statement

Problem Statement

Data Analysis

Data Analysis

Data Analysis

The participant ratings were categorised under eye contact practices, delivery of criticism and accessibility to analyse the overall effectiveness of the practice. (29 participants)

The participant ratings were categorised under eye contact practices, delivery of criticism and accessibility to analyse the overall effectiveness of the practice.

(29 participants)

Experimental Design Procedure

Experimental Design
Procedure

Experimental Design Procedure

The Ultimate Aim

The Ultimate Aim

The Ultimate Aim

This research aims to explore how interview anxiety affects fresh graduates from diverse regional backgrounds who experience anxiety about criticism among criticising audiences. Specifically, it examines how immersive technology and an avatar-based interaction framework could be utilised as therapeutic tools to reduce anxiety in facing interviews and boost confidence, with a focus on overcoming barriers such as fear of criticism, underestimating skills, and language-related nervousness.

Procedures Followed

Procedures Followed

Procedures
Followed

  1. Preliminary study: Participants completed a pre-test questionnaire to assess their anxiety levels, followed by consent collection.

  1. Prototype Interaction:
    Mock Interviews: Participants interacted with an AI-generated animated avatar interviewer, focusing on making eye contact using the cursor and responding to questions using keyboard controls.
    Character Building and Feedback: After each question, participants received performance-based rewards in the form of virtual Lego parts, which could be used to create and build characters, promoting engagement and reinforcing learning.



  1. Post-Test: Participants provided feedback through a post-test questionnaire, which evaluated eye contact practice, feedback acceptance, usability, and overall experience.

Research Model / Framework

Research Model / Framework

Research Model / Framework

Eye contact practice

Eye contact practice

Interview Scenario

Interview Scenario

Feedback Delivery System

Feedback Delivery System

Gamified Character Building

Gamified Character Building

Data Collection

Data Collection

Data Collection

  1. Eye Contact Practice: Participants rated the experience using Likert scale (Quantitative), Qualitative feedbacks collected on “impact on overcoming anxiety” and improvements.

  1. Accepting Negative Criticism: Participants rated the delivery of criticism, visualisations using Likert scale (Quantitative), Feedbacks collected on “gamification” and areas for improvements. (Qualitative)

  1. System Usability: Participants rated the prototype usability, accessibility of controls using Likert scale (Quantitative), Qualitative feedbacks collected on “issues encountered and challenges faced” during the practice.

  1. Overall engagement: Participants rated the “confident about handling job interviews” using Likert scale (Quantitative), recommendation for changes participants like to be added or improved in the VR version of this tool (Quantitative).

Data Analysis

Data Analysis

Data Analysis

Key Findings

Key Findings

  1. Practice of making eye contact by hovering the eye area showed a positive result with a mean value higher than three (M = 3.59, SD = 0.82).

  1. Effectiveness of the framework on overcoming anxiety about maintaining eye contact during interviews.
    The responses indicated a moderately positive outcome, with a mean score of 3.62 (SD = 1.15).

  1. Participants believed this exercise could help them build the habit of maintaining eye contact during interviews.

    The responses had a significantly higher favourable result, with a mean score of 3.97 (SD = 1.02).

More

More

More

Quantitative outcomes

Quantitative outcomes

Quantitative outcomes

User Satisfaction Evaluation Questionnaire (USEQ) score

  • To evaluate the overall success of the framework, the User Satisfaction Evaluation Questionnaire (USEQ) score was calculated by summing the mean values of the key categories:

USEQ score = 3.73 + 3.48 + 3.41 + 3.76 + 3.72 = 18.1 / 25

  • Participants believed this exercise could help them build the habit of maintaining eye contact during interviews.
    The responses had a significantly higher favourable result, with a mean score of 3.97 (SD = 1.02).

Qualitative insights

Qualitative insights

Qualitative insights

  • Eye contact practice:
    Future updates should test the framework in a VR environment with features like real-time focus tracking & measuring the time, customizable virtual faces to make the practice more realistic.

  • Feedback delivery:
    Participants emphasized the importance of feedback delivery mechanisms incorporating real-time voice and visual tools, and progress-tracking options for an effective experience.

  • Immersiveness:
    Participants prioritising realism, interactivity, and customisation in the next iteration of the VR application.

Key suggestions included implementing advanced technologies like eye trackers and AI for adaptive interactions for effective training experience.

Figma Prototype Usability: The prototype was functional but faced accessibility limitations that reduced the immersive experience.

VR Potential: Participants saw strong potential in a VR-based system for greater immersion and effectively addressing interview anxiety.

Figma Prototype Usability: The prototype was functional but faced accessibility limitations that reduced the immersive experience.

VR Potential: Participants saw strong potential in a VR-based system for greater immersion and effectively addressing interview anxiety.

Conformance: Aim and objectives achieved

Conformance: Aim and objectives achieved

Conformance: Aim and objectives achieved

The study successfully explored how effective is a VR based framework and user satisfaction on mitigating interview anxiety.

Future Considerations

Future Considerations

Future Considerations

Future research could focus on developing fully immersive VR environments with improved realism, using VR headsets like Quest Pro for enhanced eye tracking and avatar interaction.

Future research could focus on developing fully immersive VR environments with improved realism, using VR headsets like Quest Pro for enhanced eye tracking and avatar interaction.

Future research could focus on developing fully immersive VR environments with improved realism, using VR headsets like Quest Pro for enhanced eye tracking and avatar interaction.

VR
headsets

VR
headsets

Incorporating real-time feedback, AI integration, and voice sensors can make the platform more interactive and personalised.

Incorporating real-time feedback, AI integration, and voice sensors can make the platform more interactive and personalised.

Incorporating real-time feedback, AI integration, and voice sensors can make the platform more interactive and personalised.

AI integration
& voice sensors

AI integration & voice sensors

AI integration
& voice sensors

Future studies could explore the impact of varied interview scenarios, improved gamification, and different user preferences on reducing interview anxiety.

Future studies could explore the impact of varied interview scenarios, improved gamification, and different user preferences on reducing interview anxiety.

Future studies could explore the impact of varied interview scenarios, improved gamification, and different user preferences on reducing interview anxiety.

Varied interview scenarios

Varied interview scenarios

Expanding gamification elements and offering greater customization in tasks and rewards can enhance user motivation and engagement.

Expanding gamification elements and offering greater customization in tasks and rewards can enhance user motivation and engagement.

Expanding gamification elements and offering greater customization in tasks and rewards can enhance user motivation and engagement.

Expanding gamification elements

Expanding gamification elements

Further research should also consider studies to track the long-term impact of VR-based interventions on participant’s confidence and performance in real job interviews.

Further research should also consider studies to track the long-term impact of VR-based interventions on participant’s confidence and performance in real job interviews.

Further research should also consider studies to track the long-term impact of VR-based interventions on participant’s confidence and performance in real job interviews.

Long-term
impact

Long-term
impact

The responsiveness of avatar should be refined to better replicate real-world interactions and responses to user’s facial expressions and behavior.

The responsiveness of avatar should be refined to better replicate real-world interactions and responses to user’s facial expressions and behavior.

The responsiveness of avatar should be refined to better replicate real-world interactions and responses to user’s facial expressions and behavior.

Responses to user’s facial expressions

Responses to user’s facial expressions

Future Research Directions

Future Research Directions

Future Design Recomondations

Study Outcome

Study Outcome

Study Outcome

The avatar based framework incorporated with the gamified feedback system has the potential to guide to design a VR environment to mitigate interview anxiety, as the result showing the positive results of eye contact practice and feedback delivering systems

Lessons learned

Lessons learned

  • Planning for limited resources and budget requires prioritising essential features and being flexible with the available tools.

  • When working with unfamiliar technology, using simpler, more accessible platforms can help move the project forward, even if compromises are needed.

  • Ensuring technical compatibility and user familiarity with tools is crucial for the success of user testing, especially for remote participants.

  • Real-time feedback and dynamic AI capabilities require more advanced development skills, and it's essential to set realistic expectations given the project's scope.

Limitations

Limitations

Limitations

  • The participant selection was based on a survey assessing job interview anxiety, and participants self-identified as anxious individuals.

  • The quality of the Figma prototype was impacted by limited time and budget, using free assets for avatars and voiceovers, resulting in less natural interactions.

  • The quality of the Figma prototype was impacted by limited time and budget, using free assets for avatars and voiceovers, resulting in less natural interactions.

  • The character-building feedback feature was based on Marvel characters and Lego blocks, but some participants were unsatisfied with the limited options available.

  • The project planned to incorporate AI for interview question generation and real-time feedback, but the Figma prototype had preset questions, limiting interaction and feedback capabilities.

  • The eye tracking feature was not included due to sensor requirements, and the cursor-based method was used instead.

  • The study was conducted towards the end of the year with a mix of in-person and online participants, and faced the challenges with Figma tool usage and internet connectivity, and low level of monitoring.