Brave

VR Solution for Gradual Exposure to Reduce Public Speaking Anxiety

How might we create a safe and controlled space for users to overcome public speaking anxiety?

Timeline

Oct - Dec 2023

Timeline

Oct - Dec 2023

Timeline

Oct - Dec 2023

Team

Anna E Kim

Lizzie Lee

Tammy Park

Ella Yoo

Bora Yun

Taeyun Kim

Team

Anna E Kim

Lizzie Lee

Tammy Park

Ella Yoo

Bora Yun

Taeyun Kim

Team

Anna E Kim

Lizzie Lee

Tammy Park

Ella Yoo

Bora Yun

Taeyun Kim

My Role

Paper implementation desk research

UI Wireframe

UT recruiting

My Role

Paper implementation desk research

UI Wireframe

UT recruiting

My Role

Paper implementation desk research

UI Wireframe

UT recruiting

Tools

Figma, Notion

Tools

Figma, Notion

Tools

Figma, Notion

Brave is a VR-powered training tool designed to help users overcome public speaking anxiety through gradual exposure. Using principles of exposure therapy and mindfulness, it creates a safe, immersive environment where users can practice speaking with adjustable audience reactions and feedback mechanisms. By simulating real-world scenarios, Brave allows users to build confidence without the pressure of a live audience.

Background

Public speaking anxiety is a common form of social anxiety that affects roughly one-third of individuals. Traditional exposure therapies often involve simulated or in-person environments, but VR offers a unique advantage by creating a realistic, controlled environment that is accessible anywhere.

Public speaking anxiety is a common form of social anxiety that affects roughly one-third of individuals. Traditional exposure therapies often involve simulated or in-person environments, but VR offers a unique advantage by creating a realistic, controlled environment that is accessible anywhere.

Public speaking anxiety is a common form of social anxiety that affects roughly one-third of individuals. Traditional exposure therapies often involve simulated or in-person environments, but VR offers a unique advantage by creating a realistic, controlled environment that is accessible anywhere.

User Problem

Through desk research and a user survey involving 100 participants, we found that:

  • 68.8% of respondents reported high levels of anxiety when practicing speeches alone, due to a lack of realistic feedback.

  • Key challenges included a lack of immersion in self-practice and difficulty handling unexpected audience behaviors.

  • Many users expressed a need for gradual exposure rather than jumping into high-anxiety scenarios immediately.

Through desk research and a user survey involving 100 participants, we found that:

  • 68.8% of respondents reported high levels of anxiety when practicing speeches alone, due to a lack of realistic feedback.

  • Key challenges included a lack of immersion in self-practice and difficulty handling unexpected audience behaviors.

  • Many users expressed a need for gradual exposure rather than jumping into high-anxiety scenarios immediately.

Through desk research and a user survey involving 100 participants, we found that:

  • 68.8% of respondents reported high levels of anxiety when practicing speeches alone, due to a lack of realistic feedback.

  • Key challenges included a lack of immersion in self-practice and difficulty handling unexpected audience behaviors.

  • Many users expressed a need for gradual exposure rather than jumping into high-anxiety scenarios immediately.

Key Insights Targeting Users with High Anxiety Scores

(Only users who responded with a Likert scale score of 3-5 on all anxiety-related items)

Survey of 100 students and office workers in their 20s and 30s

Hypothesis

We hypothesized that a VR tool with gradually increasing stimuli, such as audience reactions and environmental cues, would allow users to build confidence progressively, improving their overall public speaking ability and reducing anxiety.

We hypothesized that a VR tool with gradually increasing stimuli, such as audience reactions and environmental cues, would allow users to build confidence progressively, improving their overall public speaking ability and reducing anxiety.

We hypothesized that a VR tool with gradually increasing stimuli, such as audience reactions and environmental cues, would allow users to build confidence progressively, improving their overall public speaking ability and reducing anxiety.

Goals

  • Enable users to adjust their exposure level across various stages (beginner, intermediate, and advanced).

  • Offer relaxation techniques and feedback mechanisms to manage anxiety effectively.

  • Provide an immersive environment that simulates real audience interactions, allowing for authentic practice.

  • Enable users to adjust their exposure level across various stages (beginner, intermediate, and advanced).

  • Offer relaxation techniques and feedback mechanisms to manage anxiety effectively.

  • Provide an immersive environment that simulates real audience interactions, allowing for authentic practice.

  • Enable users to adjust their exposure level across various stages (beginner, intermediate, and advanced).

  • Offer relaxation techniques and feedback mechanisms to manage anxiety effectively.

  • Provide an immersive environment that simulates real audience interactions, allowing for authentic practice.

Solution & Key Features

  1. Stage-based Exposure Levels

Users start at a beginner level with minimal audience interaction and gradually progress to advanced stages where they face larger audiences, unpredictable reactions, and environmental distractions.

  1. Real-time Feedback Mechanism

Includes features like eye contact analysis, filler word tracking, and pacing metrics. After each session, users receive feedback to reflect on their progress.

  1. Mindfulness and Breathing Techniques

Integrates pre- and post-session mindfulness exercises to help users manage anxiety and practice emotional regulation.

Competitor Analysis

We analyzed existing VR and exposure therapy solutions to identify effective features and areas for improvement. Findings revealed that most current VR tools are limited to static audience simulations or lack the gradual progression critical to reducing anxiety sustainably.

Implement an environment similar to situations the patient has actually experienced

Source: Gwangju Information and Culture Industry Promotion Agency

Improve presentation skills through subtitles and presentation recordings

Source: Virtual Speech

Track anxiety states through eye tracking and EEG monitoring

Source: Mata

Design & Prototyping

Wireframes & User Flow

Mapped out scenarios where users face varied audience reactions.

MVP Development

Built an MVP in Unity with Oculus VR for user testing, focusing on core features such as the stage-based progression and feedback mechanisms.

User Testing & Insights

We conducted usability testing with four users who reported high levels of public speaking anxiety. Key findings included:

Positive Response to Gradual Exposure

Users felt more comfortable progressing through anxiety-inducing scenarios at their own pace.

Effective Relaxation Techniques

Breathing exercises and mindfulness sessions significantly reduced anxiety before practice

Improved Self-awareness

Real-time feedback helped users identify habits like excessive filler words and poor pacing, encouraging targeted improvement.

Results

After testing, users reported a decrease in anxiety levels, improved speech control, and increased confidence in public speaking. Feedback scores showed that:

  • 4.2/5 believed that stage-based exposure improved their speaking ability.

  • 5.2/5 found that mindfulness techniques helped them manage anxiety effectively.

  • 5.3/5 reported that real-time feedback was essential for building self-awareness.

Outcomes & Recognition

The project received positive feedback from users, who reported reduced public speaking anxiety and improved presentation skills. Notably, it was awarded 1st place at the HCI CollegeCon 2023 held in December 2023, recognizing its innovation and effectiveness.

Reflection

This project demonstrated the potential of user-centered design and VR technology in addressing psychological challenges. Future iterations aim to incorporate personalized scenarios and adaptive feedback systems to further enhance real-world presentation abilities.

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Other links

ANNALYTICAL DESIGN

© 2025 by Anna E KIm

Messeage me on Linkedin or stalk my Insta

Other links

ANNALYTICAL DESIGN

© 2025 by Anna E KIm

Messeage me on Linkedin or stalk my Insta

Other links

ANNALYTICAL DESIGN

© 2025 by Anna E KIm