01 — Context

Beneath

A research-led mobile AR experience that translates accounts of depression into three spatial scenes — Overwhelmed, Numb, and Harm — so people can encounter what often remains hidden beneath the surface.

Seven-person university team · Contribution: research synthesis, experience strategy, interaction and UI design, visual direction, prototyping, and evaluation.

30-SECOND PROJECT READ

The project at a glance.

Challenge
Translate first-person accounts of depression into a spatial experience without turning emotional intensity into spectacle.
My role
Research synthesis, experience strategy, interaction and UI design, visual direction, prototyping and evaluation.
Team
Seven-person university team.
Timeline
Mobile AR project · 2024
What shipped
Three connected AR scenes with an interaction layer, safety affordances and a complete mobile journey.
Outcome
The first usability test changed the interface and scene structure; the iteration lifted every reported UEQ-S median.
02 — Research

Start with people, not a dramatic effect

The project began with interviews and a survey of 280 people: 130 who did not identify as affected, 83 who described an undiagnosed depression, and 67 with a diagnosis. That mix gave the team two perspectives to design between — lived experience and the understanding of people the experience was meant to reach.

The experience was not meant to explain depression from the outside. It had to translate recurring accounts into something spatial, situated, and felt.

Research framing
Survey breakdown of 280 participants: 130 unaffected, 83 with undiagnosed depression, and 67 with diagnosed depression
03 — Synthesis

The pattern was bigger than sadness

The research clustered around mental, social, and physical effects: emptiness, overthinking, anxiety, hopelessness, isolation, loss of contact, exhaustion, disrupted sleep, neglect, and harm. That breadth became a strategic constraint: one generic “sad” scene would flatten the experience, so the product needed distinct situations with different interaction rules.

MENTAL

Thoughts turn inward

Overthinking, fear, shame, hopelessness, low motivation, and a negative self-image repeatedly shaped the inner experience.

SOCIAL

Everyday contact becomes difficult

Withdrawal, isolation, rejection, and the loss of social contact showed how depression changes ordinary relationships — not only mood.

PHYSICAL

The body carries it too

Fatigue, appetite loss, disrupted sleep, neglect, pressure, aggression, and self-harm made a purely visual metaphor insufficient.

Research synthesis mapping mental and social symptoms of depression around six emotional states
04 — Experience strategy

Turn three patterns into three scene behaviours

Instead of treating AR as a layer of spectacle, each scene paired one research theme with a different degree of agency. Interaction was used where it clarified the pattern — and withheld where control would have contradicted it.

01OVERWHELMED

A thought stream that keeps growing

A black liquid and circling text create the feeling of drowning in overanalysis. Participants can add a thought of their own, making accumulation the interaction itself.

02NUMB

A mirror that will not respond

A poster opens onto an obscured reflection and a hidden room. The scene is intentionally non-interactive: the inability to change it is part of the meaning.

03HARM

A cloud inside an ordinary chat

A branching conversation turns self-sabotage and withdrawal into everyday choices. The cloud grows or recedes with each response rather than appearing as a detached symbol.

Overwhelmed AR scene with a dark thought vortex and handwritten text
Numb AR scene showing a blurred figure behind a mirror-like poster
Harm AR scene visualised as a dark cloud filling a room
05 — Prototype logic

Give every metaphor a technical rule

The metaphors became concrete prototypes rather than moodboards. Overwhelmed used an image target, a distortion shader, sound, and text input. Numb combined an image target, depth mapping, character animation, subtitles, and a hidden room. Harm used a branching chat, a reactive cloud, blinking eyes, and a mirrored ground plane that placed the effect on the ceiling.

The technology was chosen after the emotional mechanic: target, shader, sound, and branching logic each had a job in the experience.

Prototype strategy
3D prototype of the Harm scene with dark clouds and eyes spreading across a room
06 — Product system

The interface had to hold the experience safely

The surrounding product flow was as important as the AR scenes. A trigger warning set expectations; a goal and how-to sequence explained what would happen; persistent navigation made it possible to leave; and the menu connected people to information about depression, personal stories, and support resources. In-scene copy and confirmation states kept the interaction legible while attention was split between screen and space.

For sensitive content, orientation, exit, and aftercare are core product behaviour — not a disclaimer added at the end.

Interface principle
Three mobile interface states for the branching chat inside the Harm scene
07 — Test, learn, rebuild

The first test changed the product

The first prototype was evaluated with the UEQ-S, a short standard user-experience questionnaire, and qualitative feedback. Participants responded positively to the sound, visual design, spoken material, the ability to add sentences, and the insight into a depressive inner world. They also exposed the product work still missing: clearer onboarding, more understandable UI, feedback after sending text, more scene interaction, and bug fixes.

First-round UEQ-S results across support, simplicity, efficiency, clarity, stimulation, interest, originality, and novelty
KEEP

The emotional system worked

Sound, visuals, voice, and participatory text produced the intended feelings of stress, fear, and overwhelm without relying on exposition alone.

FIX

The interface competed with the scene

The UI needed clearer instructions, responsive states, explicit confirmation after input, simpler entry, and fixes for the tornado and music controls.

EXPAND

One scene was not enough

The next iteration rebuilt the first scene, added the two poster-based scenes, revised menu copy and navigation, and treated sound as part of the full sequence.

08 — Second evaluation

Iteration lifted every UEQ-S median

80%4.0 / 5user interface
75%3.75 / 5accuracy of the depicted feelings
85%4.25 / 5visual and auditory quality
70%3.5 / 5improved understanding
80%4.0 / 5overall rating

The second round did not just look better: every UEQ-S median moved upward after the product changes.

Test round 1 → test round 2

Percentages convert the project’s five-point custom-question scores for a shared visual scale. These results measure participant ratings of the prototype; they do not establish a clinical outcome or a universal representation of depression.

09 — Final prototype

A complete journey, not three disconnected effects

Invite participation without forcing it

The Overwhelmed scene lets people contribute a thought, while the Numb scene deliberately removes control. Agency follows the idea instead of a single interaction pattern.

Keep escape and support within reach

A persistent menu links the scene back to context, personal stories, help resources, and a clear return path.

Test understanding, not intensity alone

A powerful reaction is not automatically empathy. Pairing UEQ-S with questions about represented feelings and understanding made the evaluation more useful.

WHAT THE PROJECT DEMONSTRATED

Research could be translated into distinct spatial metaphors, and concrete UI, sound, and interaction changes improved how participants rated the experience across two rounds of testing.

THE LIMIT TO KEEP VISIBLE

Beneath is an interpretive prototype, not a simulation of every depressive experience. A next version should deepen co-design with people who have lived experience and mental-health expertise, then evaluate safety and longer-term understanding beyond the session itself.

01
PRIMARY FLOW
03
Beneath mobile menu with routes to depression information, personal stories, support, and return