Research Project

Research Project

Research Project

How smells affect users’ perceived presence and emotions?

How smells affect users’ perceived presence and emotions?

How smells affect users’ perceived presence and emotions?

Postgraduate final research project on evaluating how relevant and irrelevant smells affect users' experience in the virtual world.

ROLE

ROLE

Project Lead

Project Lead

Project Lead

TIME

TIME

TIME

Mar 2024- Sep 2024

Mar 2024- Sep 2024

Mar 2024- Sep 2024

CATEGORY

CATEGORY

CATEGORY

Research Project

Research Project

Research Project

TOOLS

TOOLS

Figma

Figma

Figma

Blender

Blender

SPSS

SPSS

Blender

Blender

SPSS

SPSS

Frame VR

Frame VR

Meta

Meta

Frame VR

Frame VR

Meta Quest 2

Meta Quest 2

SKILLS

SKILLS

SKILLS

Research

Research

Research

Sensory Design

Sensory Design

Testing

Testing

Sensory Design

Sensory Design

Testing

Statistical Analysis

Statistical Analysis

Prototyping

Statistical Analysis

Statistical Analysis

Prototyping

Prototyping

Testing

Testing

Prototyping

Prototyping

Brief

Brief

Brief

This research aims to bridge that gap by exploring how congruent and non-congruent scents influence users' sense of presence and emotions in VR, and how these effects vary between novice and experienced users.

This research aims to bridge that gap by exploring how congruent and non-congruent scents influence users' sense of presence and emotions in VR, and how these effects vary between novice and experienced users.

This research aims to bridge that gap by exploring how congruent and non-congruent scents influence users' sense of presence and emotions in VR, and how these effects vary between novice and experienced users.

The goal is to optimise the use of olfactory cues in VR to enhance applications across healthcare, education, and entertainment sectors.

The goal is to optimise the use of olfactory cues in VR to enhance applications across healthcare, education, and entertainment sectors.

The goal is to optimise the use of olfactory cues in VR to enhance applications across healthcare, education, and entertainment sectors.

Objective

Objective

Objective

  • Enhance the multi-sensory experience in VR by integrating olfactory cues.

  • Improve user engagement and emotional resonance in VR applications.

  • Optimise VR environments for therapeutic outcomes, particularly in mental health.

  • Enhance the multi-sensory experience in VR by integrating olfactory cues.

  • Improve user engagement and emotional resonance in VR applications.

  • Optimise VR environments for therapeutic outcomes, particularly in mental health.

  • Enhance the multi-sensory experience in VR by integrating olfactory cues.

  • Improve user engagement and emotional resonance in VR applications.

  • Optimise VR environments for therapeutic outcomes, particularly in mental health.

Results

Results

Results

The study revealed that lavender (congruent scent) provided the most immersive and emotionally engaging experience, with participants reporting a stronger sense of presence and positive emotions. Coffee (non-congruent scent) sparked curiosity but also caused mild confusion, slightly reducing immersion. In contrast, the no-scent condition resulted in the lowest engagement and emotional connection, highlighting the importance of scent integration in enhancing virtual experiences.

The study revealed that lavender (congruent scent) provided the most immersive and emotionally engaging experience, with participants reporting a stronger sense of presence and positive emotions. Coffee (non-congruent scent) sparked curiosity but also caused mild confusion, slightly reducing immersion. In contrast, the no-scent condition resulted in the lowest engagement and emotional connection, highlighting the importance of scent integration in enhancing virtual experiences.

The study revealed that lavender (congruent scent) provided the most immersive and emotionally engaging experience, with participants reporting a stronger sense of presence and positive emotions. Coffee (non-congruent scent) sparked curiosity but also caused mild confusion, slightly reducing immersion. In contrast, the no-scent condition resulted in the lowest engagement and emotional connection, highlighting the importance of scent integration in enhancing virtual experiences.

Positive and Negative Affect Schedule (PANAS)

Positive and Negative Affect Schedule (PANAS)

Positive and Negative Affect Schedule (PANAS)

Average emotional scores

28/40

28/40

Lavender smells (congruent scent)

Lavender smells (congruent scent)

Lavender smells (congruent scent)

The most positive emotions

27/40

27/40

Coffee (non-congruent scent)

Coffee (non-congruent scent)

Coffee (non-congruent scent)

Triggered some positive feelings but added mild confusion

26/40

26/40

without any smell

The lowest emotional engagement

Process

Process

Process

01 Research & Analysis: Conducted a literature review to explore how congruent and non-congruent scents affect user immersion and emotions in VR. Identified key gaps related to the impact of scent on novice vs. experienced users.

01 Research & Analysis: Conducted a literature review to explore how congruent and non-congruent scents affect user immersion and emotions in VR. Identified key gaps related to the impact of scent on novice vs. experienced users.

01 Research & Analysis: Conducted a literature review to explore how congruent and non-congruent scents affect user immersion and emotions in VR. Identified key gaps related to the impact of scent on novice vs. experienced users.

02 Prototype Development: Designed a virtual forest with three scent conditions:

  • Congruent scent (lavender matching flowers)

  • Non-congruent scent (coffee mismatched with flowers)

  • Control condition (no scent)

02 Prototype Development: Designed a virtual forest with three scent conditions:

  • Congruent scent (lavender matching flowers)

  • Non-congruent scent (coffee mismatched with flowers)

  • Control condition (no scent)

02 Prototype Development: Designed a virtual forest with three scent conditions:

  • Congruent scent (lavender matching flowers)

  • Non-congruent scent (coffee mismatched with flowers)

  • Control condition (no scent)

03 Methodology: Participants: 25 users (novices and experienced)

  • Study Design: Within-subject, with 3-minute sessions per condition

  • Metrics: Presence Questionnaire (PQ) & PANAS

03 Methodology: Participants: 25 users (novices and experienced)

  • Study Design: Within-subject, with 3-minute sessions per condition

  • Metrics: Presence Questionnaire (PQ) & PANAS

03 Methodology: Participants: 25 users (novices and experienced)

  • Study Design: Within-subject, with 3-minute sessions per condition

  • Metrics: Presence Questionnaire (PQ) & PANAS

04 Testing & Iteration: Pilot testing prompted adjustments, including scent intensity and changing the task from finding a cabin to searching for flowers.

04 Testing & Iteration: Pilot testing prompted adjustments, including scent intensity and changing the task from finding a cabin to searching for flowers.

04 Testing & Iteration: Pilot testing prompted adjustments, including scent intensity and changing the task from finding a cabin to searching for flowers.

05 Key Insights:

  • Congruent scents boosted immersion and positive emotions.

  • Non-congruent scents triggered curiosity but disrupted immersion.

  • Novices were more open to sensory variation, while experienced users preferred congruent stimuli.

05 Key Insights:

  • Congruent scents boosted immersion and positive emotions.

  • Non-congruent scents triggered curiosity but disrupted immersion.

  • Novices were more open to sensory variation, while experienced users preferred congruent stimuli.

05 Key Insights:

  • Congruent scents boosted immersion and positive emotions.

  • Non-congruent scents triggered curiosity but disrupted immersion.

  • Novices were more open to sensory variation, while experienced users preferred congruent stimuli.

Research

Research

Research

Conducted a literature review on olfactory stimuli in VR, revealing that congruent scents enhance realism and immersion, while non-congruent scents can cause sensory conflicts, and identified a gap in understanding how scents impact novice versus experienced VR users.

Conducted a literature review on olfactory stimuli in VR, revealing that congruent scents enhance realism and immersion, while non-congruent scents can cause sensory conflicts, and identified a gap in understanding how scents impact novice versus experienced VR users.

Conducted a literature review on olfactory stimuli in VR, revealing that congruent scents enhance realism and immersion, while non-congruent scents can cause sensory conflicts, and identified a gap in understanding how scents impact novice versus experienced VR users.

Research Questions:

01 What is the effect of congruent and non-congruent smells on users' perceived presence in virtual reality environments?

01 What is the effect of congruent and non-congruent smells on users' perceived presence in virtual reality environments?

01 What is the effect of congruent and non-congruent smells on users' perceived presence in virtual reality environments?

02 What is the effect of congruent and non-congruent smells on users' emotional reactions in virtual reality environments?

02 What is the effect of congruent and non-congruent smells on users' emotional reactions in virtual reality environments?

02 What is the effect of congruent and non-congruent smells on users' emotional reactions in virtual reality environments?

03 What is the effect of level of experience with VR technology (novice versus experienced users) on the emotional reactions and perceived presence when exposed to congruent versus non-congruent smells?

03 What is the effect of level of experience with VR technology (novice versus experienced users) on the emotional reactions and perceived presence when exposed to congruent versus non-congruent smells?

03 What is the effect of level of experience with VR technology (novice versus experienced users) on the emotional reactions and perceived presence when exposed to congruent versus non-congruent smells?

Prototype Development

Prototype Development

Prototype Development

Define Phase

Define Phase

Define Phase

In this study, congruent scents refer to ambient and specified olfactory cues, while non-congruent scents do not align with the visual elements of the environment.

In this study, congruent scents refer to ambient and specified olfactory cues, while non-congruent scents do not align with the visual elements of the environment.

In this study, congruent scents refer to ambient and specified olfactory cues, while non-congruent scents do not align with the visual elements of the environment.

Ideate Phase

Ideate Phase

Ideate Phase

The mood board and task brainstorming were generated during this phase.

The mood board and task brainstorming were generated during this phase.

The mood board and task brainstorming were generated during this phase.

Low-fidelity Prototype

Low-fidelity Prototype

Low-fidelity Prototype

A card sorting technique was used to select forest elements and form the low-fidelity prototype before developing the high-fidelity prototype. The image above shows the initial storyboard.

A card sorting technique was used to select forest elements and form the low-fidelity prototype before developing the high-fidelity prototype. The image above shows the initial storyboard.

A card sorting technique was used to select forest elements and form the low-fidelity prototype before developing the high-fidelity prototype. The image above shows the initial storyboard.

Design Consideration

Design Consideration

Design Consideration

The chosen forest background aligns with research by Dozio et al. (2022), which indicates that less saturated colours are more soothing in virtual reality.

The chosen forest background aligns with research by Dozio et al. (2022), which indicates that less saturated colours are more soothing in virtual reality.

The chosen forest background aligns with research by Dozio et al. (2022), which indicates that less saturated colours are more soothing in virtual reality.

Methodology

Methodology

Methodology

Participants

Participants

Participants

  • 25 individuals, split between novice and experienced VR users.

  • 25 individuals, split between novice and experienced VR users.

  • 25 individuals, split between novice and experienced VR users.

Study Design

Study Design

Study Design

  • A mixed-methods approach with a within-subject design, allowing participants to experience all three scent conditions.

  • A mixed-methods approach with a within-subject design, allowing participants to experience all three scent conditions.

  • A mixed-methods approach with a within-subject design, allowing participants to experience all three scent conditions.

Metrics Used

Metrics Used

Metrics Used

  • Presence Questionnaire (PQ) and PANAS to assess immersion and emotional responses.

  • Presence Questionnaire (PQ) and PANAS to assess immersion and emotional responses.

  • Presence Questionnaire (PQ) and PANAS to assess immersion and emotional responses.

Experimental Task

Experimental Task

Experimental Task

✅ Spend three minutes exploring the virtual forest and looking for flowers.

✅ Spend three minutes exploring the virtual forest and looking for flowers.

✅ Spend three minutes exploring the virtual forest and looking for flowers.

Testing Processure

Testing Processure

Equipments for Testing

Equipments for Testing

High-fidelity Prototype

High-fidelity Prototype

🌲 IMAGINE EXPLORING THE PROTOTYPE WITH VR HEADSET AND DIFFERENT SMELLS 👃🏼

🌲 IMAGINE EXPLORING THE PROTOTYPE WITH VR HEADSET AND DIFFERENT SMELLS 👃🏼

🌲 IMAGINE EXPLORING THE PROTOTYPE WITH VR HEADSET AND DIFFERENT SMELLS 👃🏼

Quantitative Results

Quantitative Results

Quantitative Results

Immersion Levels (PQ Scores)

Immersion Levels (PQ Scores)

  • Lavender scent: Provided the most immersive experience (4.4/5)

  • Coffee scent: Created moderate immersion but caused some confusion (4.2/5)

  • No scent: Resulted in the lowest immersion (4.1/5)

  • Lavender scent: Provided the most immersive experience (4.4/5)

  • Coffee scent: Created moderate immersion but caused some confusion (4.2/5)

  • No scent: Resulted in the lowest immersion (4.1/5)

  • Lavender scent: Provided the most immersive experience (4.4/5)

  • Coffee scent: Created moderate immersion but caused some confusion (4.2/5)

  • No scent: Resulted in the lowest immersion (4.1/5)

Positive Emotions (PANAS Positive Scores)

Positive Emotions (PANAS Positive Scores)

Positive Emotions (PANAS Positive Scores)

  • Lavender: Generated the strongest positive emotions (28.4/40)

  • Coffee: Triggered some positive feelings but with less engagement (27.4/40)

  • No scent: Produced the least positive emotions (26.2/40)

  • Lavender: Generated the strongest positive emotions (28.4/40)

  • Coffee: Triggered some positive feelings but with less engagement (27.4/40)

  • No scent: Produced the least positive emotions (26.2/40)

  • Lavender: Generated the strongest positive emotions (28.4/40)

  • Coffee: Triggered some positive feelings but with less engagement (27.4/40)

  • No scent: Produced the least positive emotions (26.2/40)

Negative Emotions (PANAS Negative Scores)

Negative Emotions (PANAS Negative Scores)

Negative Emotions (PANAS Negative Scores)

  • Lavender: Caused the least negative emotions (13.2/40)

  • Coffee: Increased negative emotions slightly (13.4/40)

  • No scent: Had the highest negative emotion scores (13.5/40)

  • Lavender: Caused the least negative emotions (13.2/40)

  • Coffee: Increased negative emotions slightly (13.4/40)

  • No scent: Had the highest negative emotion scores (13.5/40)

  • Lavender: Caused the least negative emotions (13.2/40)

  • Coffee: Increased negative emotions slightly (13.4/40)

  • No scent: Had the highest negative emotion scores (13.5/40)

Qualitative Results

Qualitative Results

Qualitative Results

Thematic Analysis

Thematic Analysis

Thematic Analysis

Thematic analysis organises and interprets qualitative data by identifying patterns, capturing the depth of participants' experiences for rich insights.

Thematic analysis organises and interprets qualitative data by identifying patterns, capturing the depth of participants' experiences for rich insights.

Thematic analysis organises and interprets qualitative data by identifying patterns, capturing the depth of participants' experiences for rich insights.

Key Insights

Key Insights

Key Insights

  • Deeper Immersion: Users felt more immersed when scents matched VR visuals and sounds.

  • VR Experience Impact: New users were more open and curious about mismatched scents than experienced users.

  • Deeper Immersion: Users felt more immersed when scents matched VR visuals and sounds.

  • VR Experience Impact: New users were more open and curious about mismatched scents than experienced users.

  • Deeper Immersion: Users felt more immersed when scents matched VR visuals and sounds.

  • VR Experience Impact: New users were more open and curious about mismatched scents than experienced users.

Quotes from Participants

Enjoyment and Comfort with Congruent Scents

Enjoyment and Comfort with Congruent Scents

Enjoyment and Comfort with Congruent Scents

“The pleasant scent boosted my mood and made me more focused on finding flowers.” – P9

“The pleasant scent boosted my mood and made me more focused on finding flowers.” – P9

“The pleasant scent boosted my mood and made me more focused on finding flowers.” – P9

“I could smell flowers and essential oils. It felt soothing and calm, like I was really in the forest.” – P11

“I could smell flowers and essential oils. It felt soothing and calm, like I was really in the forest.” – P11

“I could smell flowers and essential oils. It felt soothing and calm, like I was really in the forest.” – P11

Confusion and Distraction with Non-congruent Scents

Confusion and Distraction with Non-congruent Scents

Confusion and Distraction with Non-congruent Scents

“I smelled coffee but didn’t see anything related to coffee in the VR world, which confused me.” – P6

“I smelled coffee but didn’t see anything related to coffee in the VR world, which confused me.” – P6

“I smelled coffee but didn’t see anything related to coffee in the VR world, which confused me.” – P6

“The smell of coffee was strong and felt out of place, disrupting the immersive experience.” – P22

“The smell of coffee was strong and felt out of place, disrupting the immersive experience.” – P22

“The smell of coffee was strong and felt out of place, disrupting the immersive experience.” – P22

Different Reactions Between Novice and Experienced Users

Different Reactions Between Novice and Experienced Users

Different Reactions Between Novice and Experienced Users

“At first, I was curious about the world, but as I smelled something, my curiosity grew again.” – P5 (Novice)

“At first, I was curious about the world, but as I smelled something, my curiosity grew again.” – P5 (Novice)

“At first, I was curious about the world, but as I smelled something, my curiosity grew again.” – P5 (Novice)

“The excitement faded because I had explored the environment before. I expected to see different things.” – P12 (Experienced)

“The excitement faded because I had explored the environment before. I expected to see different things.” – P12 (Experienced)

“The excitement faded because I had explored the environment before. I expected to see different things.” – P12 (Experienced)

Reflection

Reflection

Reflection

This final research project wraps up a rewarding one-year Master’s, where I gained expertise in design research, usability testing, prototyping, AR/VR, and accessibility. It sharpened my decision-making as a UX researcher and designer, focusing on details and asking "why" throughout the process.

This final research project wraps up a rewarding one-year Master’s, where I gained expertise in design research, usability testing, prototyping, AR/VR, and accessibility. It sharpened my decision-making as a UX researcher and designer, focusing on details and asking "why" throughout the process.

This final research project wraps up a rewarding one-year Master’s, where I gained expertise in design research, usability testing, prototyping, AR/VR, and accessibility. It sharpened my decision-making as a UX researcher and designer, focusing on details and asking "why" throughout the process.

Key Takeaway

Key Takeaway

Key Takeaway

  • Research: Explored and refined ideas, enhancing recommendations.

  • Critical Thinking: Peer discussions improved my problem-solving.

  • Decision-Making: Strengthened research-backed design choices by focusing on the "why."

  • Iteration: Refined ideas at each stage, becoming more adaptable.

  • Mentorship: Guidance challenged my approach and led to well-researched outcomes.

  • Research: Explored and refined ideas, enhancing recommendations.

  • Critical Thinking: Peer discussions improved my problem-solving.

  • Decision-Making: Strengthened research-backed design choices by focusing on the "why."

  • Iteration: Refined ideas at each stage, becoming more adaptable.

  • Mentorship: Guidance challenged my approach and led to well-researched outcomes.

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Created by Wei Hsin 2024

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Created by Wei Hsin 2024

Built in Framer

Created by Wei Hsin 2024

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