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NV-VR-004

TheraSim

VR Experience Design•2023

Designing confidence before the first real conversation.

Therasim Hero
Blender • Unity • Figma•2023
THESIS 004
Observation
“Therapy is learned through study, but confidence is earned through practice.”
Catalog Information
Project

TheraSim

Discipline

VR Experience Design

Role

UX/UI and VR Designer

Duration

6 Weeks

Tools
  • Blender
  • Unity
  • Figma
Status

Permanent Collection

OBSERVATION

Therapy is learned through study, but confidence is earned through practice.

Description

Between learning therapy and practising it lies a space that traditional education rarely fills. TheraSim explores that space, imagining a learning environment where future therapists can build confidence through guided practice before stepping into real clinical settings.

CURATOR'S NOTE

While exploring the world of psychology education, one question kept resurfacing: how do students prepare for conversations they have never had? Cognitive Behavioural Therapy is taught through lectures, textbooks, observation, and supervised learning. These methods build knowledge, but they leave little room for something equally important—practice. Confidence isn't developed by understanding every concept. It grows through repetition, reflection, and experience. TheraSim began as an attempt to explore that missing space. Rather than redesigning therapy itself, the project asks how future therapists might develop confidence before stepping into their first real clinical conversation.

SECTION 01

The Investigation

Every investigation begins by understanding the world as it already exists. Before imagining a new way to learn, it was important to understand how future therapists are prepared today—and where that preparation begins to fall short.

CHAPTER 01

The Question

The journey began with a simple question. How are future psychotherapists currently trained in Cognitive Behavioural Therapy, and how could that experience better prepare them for real clinical practice?

OBSERVATION 011
Education becomes meaningful when theory is allowed to become experience.
CATALOGUEDNV-OBS-011NOVAVERSE ATLAS
CHAPTER 02

Understanding the World

CBT Cycle
CBT MODEL

The model of the process of how CBT works.

CHAPTER 03

Looking at Today's Classroom

Before proposing a new way to learn, it was important to understand how psychology students currently develop therapeutic skills. The investigation revealed that while knowledge is built systematically, opportunities to apply that knowledge remain limited until students enter real clinical environments.

Research Sources
Research Sources

The process of research and types of resources researched for understanding the current state of learning therapy.

Research Analysis
Research Analysis

Responses of experts interviewed for research.

Element 01 Learning Journey
01. The Learning Journey

Most practical learning occurs only after students begin interacting with real patients.

Element 02 Table
02. A Comparison

Differences between learning through theory and learning through practice.

Element 03 The Gap
03. The Gap

Education builds understanding. Confidence develops through experience.

04. Key Features

Finding 01

Students understand therapeutic frameworks.

The challenge begins when they need to apply them in unpredictable, real-world conversations.

Finding 02

Observation is not the same as participation.

Watching therapy sessions helps students understand the process, but it cannot replace the experience of leading one.

Finding 03

Practice opportunities are limited.

Many students encounter meaningful therapeutic interactions only during clinical placements, where mistakes carry real consequences.

Finding 04

Confidence grows through repetition.

Skills such as active listening, questioning, and clinical decision-making require repeated practice in a safe environment.

05. The Transition

As the investigation progressed, a consistent pattern emerged. Students weren't struggling
because they lacked knowledge. They were struggling because there were too few opportunities to
transform that knowledge into experience.

CBT Cycle
Persona

Persona created after compiling research.

OBSERVATION 012
Confidence is rarely taught. It is cultivated through experience.
CATALOGUEDNV-OBS-012NOVAVERSE ATLAS
CHAPTER 04

The Proposal

The investigation revealed a recurring gap between understanding therapeutic concepts and applying them in real conversations. While classrooms provide knowledge, confidence is often developed much later, when students begin working with real patient. TheraSim was imagined as a bridge between those two worlds. Rather than replacing traditional education, it extends it through immersive, guided practice. Inside a simulated clinical environment, students can conduct therapy sessions, make decisions, reflect on their approach, and learn from mistakes—all before stepping into a real consultation room. By creating a space where experience can be built safely and repeatedly, the focus shifts from simply learning about therapy to gradually becoming confident in practising it.

01. Design Principles

Principle 01

Safe Before Real

Students should be free to make mistakes without affecting real patients.

Principle 02

Learning Through Conversation

Understanding grows through doing, not just observing.

Principle 03

Reflection Over Perfection

Every session becomes an opportunity to improve.

Principle 04

Guided, Not Graded

The experience supports growth instead of measuring performance.

02. The Core Concept
Element 04 Core Concept
The Core Concept

03. Experience Flow
Element 05 Experience Flow
Experience Flow

OBSERVATION 013
Learning becomes meaningful when knowledge can be safely transformed into experience.
CATALOGUEDNV-OBS-013NOVAVERSE ATLAS
CHAPTER 05

Building the Experience

01. Ideation Development
Ideation Brainstorm
Ideation Brainstorming

Ideation HMW
Ideation-How Might We

Ideation
Ideation

02. Solution

TheraSim is a generative simulation for students of psychology that has the intelligence to simulate all possible patients at random for their practice sessions so that they can gain real experience about the theory they study.

Ecosystem
Ecosystem

How It Works
How It Works

03. Information Architecture
Information Architecture
Information Architecture

04. User Flow

What is TheraSim?

Before exploring the interaction itself, it is important to understand the ecosystem that makes TheraSim possible. Rather than functioning as a standalone application, TheraSim was envisioned as a comprehensive learning platform that combines immersive simulation, intelligent feedback, and patient data into a single educational experience. Initially, the project focused on improving the learning experience for Cognitive Behavioural Therapy (CBT). However, research and interviews revealed that the challenge of gaining practical confidence extends beyond CBT and is shared across many psychotherapy disciplines. This insight expanded the scope of the project, leading to a platform designed to support the practice of multiple therapeutic approaches within a safe, guided environment. The proposed ecosystem consists of five interconnected components: 1. VR Simulation Platform — where students conduct immersive therapy sessions. 2. Artificial Intelligence — responsible for generating dynamic patient responses and providing contextual interactions. 3. Patient Data System — a structured database that enables AI-driven patient behaviours and diverse clinical scenarios. 4. VR Headset — the medium through which students experience the simulated therapy sessions. 5. Service Website — a platform through which institutions can purchase or subscribe to the TheraSim service. Together, these components create an end-to-end learning experience that enables students to practise, reflect, and build confidence before entering real clinical environments. The following user flow illustrates how these components come together throughout a typical learning session:

Components of TheraSim
Components

These are the basic components required to execute TheraSim.

The simulation has options for selecting the type of AI-generated patient according to the needs of the student at that moment. 1. If they wish to get any random patient, the Random Generation option is there. 2. For specific symptoms and keywords related to the patient, Specific Generation is available. 3. If the student wants to practice therapy for a specific illness(es), Illness Specific generation is the option for them. 4. Lastly, if they want to practice particular psychotherapies, they can generate that simulation through Therapy Specific generation.

Flow of TheraSim
Flow of TheraSim

The journey/flow of a TheraSim user.

Flow of TheraSim
RELATIONSHIP BETWEEN THE PORTALS

The relationship between the Student portal and the Mentor portal.

05. Wireframes
TheraSim Wireframes - Student Flow
TheraSim Wireframes - Mentor Flow
06. Design System
Color Style Guide
Typography Style Guide
07. Interface Screens
Student Interface Screens
Mentor Interface Screens
09. Accessibility

TheraSim is intended for prolonged learning sessions where students engage with patient scenarios, review AI-generated feedback, and reflect on their own clinical performance. Accessibility was therefore approached as an essential design principle rather than a compliance requirement. Every design decision aimed to reduce cognitive effort, improve readability, and ensure the platform remains usable by a diverse range of learners.

Readability & Typography

Long reading sessions are unavoidable in psychotherapy education. Patient histories, AI evaluations, and mentor feedback often require sustained attention.
To improve readability, the interface uses:
1. Large, legible headings for clear information hierarchy.
2. High line spacing and generous whitespace to reduce visual clutter.
3. Short line lengths for comfortable reading.
4. A clean sans-serif typeface for body content, paired with a serif display font for section headings.
This allows users to focus on understanding clinical information rather than decoding the interface itself.

High Contrast Interface

The color palette was designed to maintain sufficient contrast while avoiding the harshness often associated with pure black-and-white interfaces.
1. Dark text on light surfaces ensures comfortable reading.
2. Interactive elements use clearly distinguishable colors.
3. Buttons and navigation maintain strong contrast against surrounding components.
The overall contrast aligns with WCAG 2.1 AA recommendations for text readability.
This allows users to focus on understanding clinical information rather than decoding the interface itself.

Color Is Never the Only Indicator

Important system feedback is never communicated through color alone.
Instead, the interface combines:
1. Icons
2. Labels
3. Progress indicators
4. Status badges
5. Supporting text
For example, a completed simulation is represented through a success icon, descriptive label, and progress state—not solely by a color change.
This approach improves usability for individuals with color vision deficiencies.

Consistent Navigation

The navigation system remains consistent throughout both the Student and Mentor portals.
Users always know:
1. Where they are
2. What actions are available
3. How to return to previous screens
This consistency reduces cognitive load and allows learners to focus on the simulation rather than learning different interface patterns.

Reduced Cognitive Load

Clinical learning can already be mentally demanding.
The interface intentionally avoids unnecessary visual stimulation by using:
1. Soft, muted color tones
2. Minimal visual noise
3. Predictable layouts
4. Clear spacing
5. Progressive disclosure of information
Rather than presenting all information at once, content is divided into meaningful stages such as Patient Brief, Reflection, Performance Evaluation, and Growth Plan.
This supports concentration and minimizes information overload.

Multiple Feedback Channels

Performance is communicated through more than numerical scores.
Students receive:
1. Visual competency charts
2. Written AI explanations
3. Mentor feedback
4. Session summaries
5. Reflection prompts
Providing feedback in multiple formats accommodates different learning preferences while making evaluation easier to understand.

Clear Interaction States

Every interactive element includes distinct visual states.
Users can easily differentiate between:
1. Default
2. Hover
3. Active
4. Selected
5. Disabled
This improves discoverability and provides immediate feedback during interaction.

Inclusive Learning Design

TheraSim was designed to support learners with varying levels of confidence and experience.
The platform encourages reflection before evaluation, allowing students to assess their own performance before viewing AI analysis or mentor feedback.
This sequence promotes self-awareness while reducing the anxiety often associated with performance assessment.

Scalable Interface

The interface has been designed with flexibility in mind.
Layouts and components are structured to support:
1. Responsive screen sizes
2. Adjustable spacing
3. Scalable typography
4. Future accessibility enhancements such as screen reader support and keyboard navigation
This ensures the platform can evolve without requiring major redesigns.

10. The Outcome

01

Product Impact

• Reduced pre-clinical anxiety • Increased practice opportunities • Structured mentor feedback • Personalized learning

02

Educational Impact

• Better preparation before clinical placements • Consistent evaluation • Repeatable practice

03

Technical Vision

• AI-driven patient simulations • VR immersion • Learning analytics • Longitudinal progress tracking

Reflection

Confidence isn't taught. It's built—one conversation at a time.

Designing TheraSim reinforced a belief that meaningful experiences begin with understanding people before designing technology. The project challenged me to think beyond interfaces and consider how design can build confidence, encourage reflection, and support learning in emotionally complex environments. More importantly, it demonstrated that thoughtful design is not only about creating usable products, but about creating experiences that genuinely prepare people for the responsibilities they will carry in the real world. The first real therapy session should never be the first opportunity to build confidence. TheraSim exists to ensure that students step into clinical practice prepared—not only with knowledge, but with experience, reflection, and confidence.

ARCHIVE ENTRY

Therasim

Bringing Psychology to Reality

Designer

Akira

Completed

2023

Software

Blender • Figma • UX/UI Design • VR Development

Focus
  • UX
  • VR Design
  • Psychology
  • Practical Applications
Status

ARCHIVED

"Confidence is built through repetition."
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