Macular Mailbox is a mixed-reality (MR) training application designed to improve accessibility and support patients with age-related macular degeneration (AMD). By combining gamification principles with MR technology, the project provides an engaging and interactive platform to aid in managing daily tasks and improving quality of life for individuals with visual impairments.
To design an effective and user-centered solution, our research encompassed both fieldwork and desktop studies.
Field Research
We conducted an on-site visit to the Emory Eye Center to learn directly from Dr. Susan Primo, a leading expert in vision rehabilitation. During the visit, we observed how age-related macular degeneration (AMD) is diagnosed and explored treatment methodologies, particularly Preferred Retinal Locus (PRL) training. PRL training aims to help low-vision patients improve their fixation stability by training them to use specific retinal locations with better functional characteristics. The insights gained from Dr. Primo informed our understanding of AMD patients' challenges and the clinical objectives of PRL training.
Desktop Research
Together, these research efforts provided a robust foundation for designing a gamified MR training solution that aligns with clinical needs and offers an accessible, user-friendly experience for AMD patients.
The design process evolved through iterative development, informed by research insights and user needs.
Initial Design: The Clock Method
Our initial design adopted the "clock method," a traditional technique used in Preferred Retinal Locus (PRL) training. This method required patients to shift their gaze to specific positions on an imagined clock face to train their peripheral vision. While effective in its simplicity, the method relied heavily on manual patient input and lacked precision in identifying the optimal gaze point for each individual.
Refined Design: Eye-Tracking Integration
To address these limitations, we integrated the eye-tracking functionality of VR headsets - Quest Pro, into the design. This allowed for the automatic detection and measurement of the patient's best gaze point. Using high-frequency eye movement data, the system identified the optimal retinal location for training and adjusted the exercises accordingly. This enhancement not only improved precision but also reduced the cognitive burden on patients, enabling a more seamless and effective training experience.
To ensure an engaging and effective user experience, the gamification elements of our training program were informed by research into the preferences and behaviors of elderly users. Drawing on key insights, we integrated elements of nostalgia, social connection, and user control into the training system.
Nostalgia-Driven Engagement
Nostalgia has been shown to evoke positive emotions and enhance user engagement in elderly individuals. We designed the training sessions around a virtual mailbox concept, allowing users to perform tasks such as creating and sending postcards. This nostalgic activity resonates with older users by replicating familiar experiences, creating an emotionally enriching training environment (Loos et al., 2018).
Social Interactions
Social connections are critical motivators for elderly users. Inspired by this, we incorporated a feature allowing users to send virtual postcards to family members and loved ones during training. This addition created a meaningful social dimension to the training sessions, fostering motivation and adherence while addressing the emotional needs of the users (De Schutter & Vanden Abeele, 2010).
Gamification in Mixed Reality
Using mixed reality (MR) technology, we seamlessly integrated these gamified features into the training environment. For example, eye-tracking technology allowed for real-time feedback on fixation stability, enabling users to visualize their progress dynamically. Gamification elements such as rewards, achievements, and progressive challenges kept users engaged while reinforcing the training's clinical goals (Bogost, 2007).
To bring the concept to life, we developed an extended reality (XR) prototype. The prototype simulated the training environment, incorporating elements such as:
The XR prototype allowed us to test and refine key design elements, ensuring an intuitive and accessible experience for elderly users.
To further advance the project and refine its design, we have identified the following key steps:
Through these next steps, we aim to deliver an impactful XR training solution that meets both clinical objectives and user-centered design standards.