VR for consent matter

Safer Communities Office at USYD

Safer Communities Office

November 2023

Using Virtual Reality technology as an immersive interactive method to optimise the consent matter learning module transforms potentially dangerous scenarios into virtual experiences, enhancing educational effectiveness and avoiding real-world risks.

The Challenge

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


Engagement and Awareness: The current module fails to provide adequate support for students who may experience distress while engaging with the content, relying instead on punitive measures to enforce completion.

Learning Methodology: The one-time nature of the module restricts its impact, thereby limiting its potential to make a lasting impression.

Audience Diversity: The heterogeneous student body presents a challenge in developing content that effectively caters to the diverse levels of prior knowledge and experiences.

Motivations

These questionnaires’s data align with the in-depth interview feedback, which largely highlighted overwhelming content and a low engagement rate. However, some interviewees who reviewed the current module expressed satisfaction with the knowledge it provided on Consent Matters. They have suggested a more interactive redesign of specific sections of the content

User testing

Through this iterative process of prototype development and user testing, we aim to create a VR module that addresses the critical challenges in consent education and provides an engaging and practical learning experience for University of Sydney students. Our commitment to refining our design based on user feedback reflects our dedication to creating a consent education solution that is both impactful and user-centred.

User needs

  • Desire for a more engaging and concise interactive learning experience.

  • Emphasis on respectful content that avoids triggering trauma.

  • Inclusion of multiple perspectives for a broader understanding.

Opportunities of VR design

From the questionnaire and user testing, we identified issues with the original Consent Matters Module, including its heavy reliance on text, low user engagement, and the potential to trigger traumatic memories. Thus, we've redesigned the content of the third section, "Looking Out for Others", in the VR experience.


This segment educates users on effectively assisting others when encountering sexual harassment, providing a third-person perspective to minimise the risk of triggering traumatic memories and emphasising the significance of sexual consent. Within this VR prototype, we incorporate interactive quizzes to enhance the learning experience and integrate a follow-up support system.

Design process

Our design process can be summarized as follows: firstly, we focus on narrative and scenario building to create a compelling storyline and environment. Then, we meticulously design user interface elements and utilize VR devices and coding to enhance immersion and interactivity.

User flow

A linear narrative was constructed to guide the audience on how to assist a female at risk of harassment from a male under the influence of alcohol. Clues were provided to help the audience understand the narrative, followed by a quiz to assess the educational outcomes.

This VR experience was designed as a non-diegetic game. Consequently, a few UI elements were created to guide the audience through the storyline in the expected order (as shown above). For example, icons were used for eavesdropping clues, and the results varied depending on the user's choices. Multiple attempts were allowed for users to experience various situations.

Final prototype walk through

The VR prototype immerses students in scenarios highlighting the importance of consent. It allows users to navigate freely, offers quizzes for engagement, and emphasises the consequences of sexual assault to deter potential perpetrators. A key functionality is a third-person perspective scenario, "looking out for others," reducing traumatic triggers. Content is concise, preventing motion sickness, and it prioritises inclusivity. The VR prototype offers an interactive, impactful solution for the deep understanding of consent-related topics.

Key VR prototype features

  • Scenario-Based Immersion: Students will engage in VR scenarios focused on sexual consent, bolstered by interactive quizzes to propel the narrative and assess learning.

  • Incorporating User Feedback: Insights from user research and market analysis guided the design, emphasising the "looking out for others" scenario in VR to prevent triggering traumatic memories.

  • Highlighting Consequences: The VR experience underlines the gravity of sexual assault consequences, acting as a deterrent for potential perpetrators.

  • Inclusivity and Accessibility: Content will be concise and inclusive, minimising motion sickness from extended VR use and ensuring a welcoming atmosphere for diverse backgrounds and gender identities.

Reflection

Future VR projects will prioritise enhancing the realism of virtual environments. This includes creating more detailed and accurate character and scene models, as well as developing more natural character motion patterns. Additionally, this design approach will be applied to other content within the current consent matter module。


In this VR project, my primary responsibilities included setting up user characters and designing their interaction workflows. I also built and optimised the Unity scenes to ensure an immersive and visually compelling virtual environment.