Project

Heart IsleQuest 3 · Mixed Reality · Research Experience

Mixed Reality / Interaction Design / Unity

Heart Isle

A little star, four emotions, and a choice you can reach out and hold.

Heart Isle is a collaborative mixed reality experience designed to aid researchers in understanding children with autism spectrum disorder (ASD). Built for Quest 3, it brings together short stories, a spoken star guide, and physical face selection. Participants move through happiness, fear, sadness, and anger, then identify the requested expression by grabbing a face in the space in front of them.

01 / Player Journey

Learn The Gesture.
Follow The Feeling.

The experience introduces its physical language before asking the player to use it. The same small gesture carries them from meeting the guide to making an emotion choice.

01 / Meet

A Star Guides You In

Xiaoxing, the little star, welcomes the player in Chinese. The opening teaches a close-range pinch: pinch the star once to practise, then again to begin.

02 / Watch

A Story Sets The Context

Short films establish the island's emotional situations. The story sequence moves from Happy to Scared, Sad, and Angry.

03 / Choose

Reach For An Expression

After the star finishes its prompt, four face objects appear within reach. A physical grab commits the player's answer, followed by spoken feedback.

04 / Return

Complete The Journey

The current prototype collects three selections per phase, then advances to the next story. After the final phase, the player returns to the island for a closing message and results.

02 / Narrative Media

Four Stories.
Four Emotional Contexts.

Four short films introduce the emotional situations participants encounter on the island. Chinese narration and captions carry each story.

01 / Happy · 开心

An Island Full Of Life

The opening film introduces a bright island and its lively animals.

Open film ↗

02 / Scared · 害怕

A Threat Arrives

A looming creature and a darkened sky change the island's mood.

Open film ↗

03 / Sad · 伤心

Something Has Been Lost

The star looks over the broken statue and tries to put its pieces back together.

Open film ↗

04 / Angry · 生气

The Island Pushes Back

The guardian reacts to the creature's destruction of the island.

Open film ↗

03 / Interaction Design

Make The Choice Reachable

Each round needs a clear prompt, a readable arrangement, and a deliberate physical answer. The guide and face layout work together to keep those steps distinct.

Teach Through Contact

The star's pinch tutorial introduces the same close-range interaction used later for face selection. Hand and controller grab components connect the player's reach to the virtual object.

Finish Speaking Before Choices Appear

Faces remain hidden during the prompt. Once the speech ends, the row is positioned relative to the player's current view and the response timer begins. Listening time is kept outside the selection measurement.

Vary The Positions

All four expressions appear in each round. A shuffled Latin-square sequence counterbalances their positions across blocks of four layouts. Later prompts change their target emotion without repeating it immediately.

Keep Guidance Nearby

The star accompanies the face-selection row with Chinese speech and persistent subtitles. Correct choices receive confirmation; incorrect choices receive a short, gentle response. Inactivity triggers a hint about the eyebrows, eyes, or mouth.

04 / Observation & Results

Keep The Choice
And Its Timing Together

The results system records the requested emotion, selected expression, correctness, and response time for each choice. It then brings individual choices together into a session summary.

Choice

Every Answer Counts

Correct and incorrect selections both remain in the record, including which alternative was chosen. A phase completes after its configured number of choices.

Timing

Measure The Decision

Timing starts when the faces appear and ends at the grab event, before the star's response. Feedback duration therefore stays outside the recorded selection time.

Review

Read The Full Session

The closing view includes overall accuracy, average response time, and breakdowns by phase and emotion. The Quest export stores a JSON record, and the history view can reopen saved sessions.

Research Focus

The experience is designed to support researchers as they work to understand children with ASD. Stories and physical choices provide a structured interaction, while the results system keeps each selected expression and its response time available for review.

05 / Unity Development

From Interaction Idea
To A Connected Prototype

Heart Isle is a collaboration across game design, UI/UX, Unity engineering, medical research, and experience design. My contribution focuses on game design and Unity engineering.

Progression Across Scenes

The project connects an island introduction, a story scene, and a face-selection scene. A persistent progression manager carries the current phase across transitions and returns the completed journey to the island.

Physical Interaction & XR Setup

Development iterations addressed close-range grabbing, headset-pose readiness after scene changes, and where the faces and star appear relative to the player. Those details determine whether the next action is visible and reachable.

Selection, Speech & Timing

Separating the prompt, visible choices, grab event, and feedback made the interaction easier to reason about. That structure also gives the data collector clear events for starting and stopping each timer.

Quest Results & History

The session collector, results panel, and saved-session browser share the same data structure. Android MediaStore supports the Quest JSON export and history lookup.

06 / Project Credits

The Team

Heart Isle brings together design, engineering, and medical research expertise.

Bowen Shi

Game Designer / Unity Engineer

Galina Zhu

UI/UX Designer / Unity Engineer

Iris Xu

Unity Engineer / Medical Research Specialist / Experience Designer