Batsy's Heroic Adventures

Course · Virtual Environments

Batsy's Heroic Adventures

A VR experience designed to create empathy for bats by letting players embody one — and reframe the fear that surged after COVID-19.

Role

Lead UX Researcher (with Ishita, Amanda, Fanyi & Soojin)

Methods

Literature review · User journey maps · Surveys · Storyboards · Wireframing · Prototyping · Usability testing · Data analysis · UX writing

Tools

Canva · Unity · Figma · Qualtrics · Meta Quest 2

Timeline

Fall 2022 (8 weeks)

Problem

The big problem

Since the COVID-19 pandemic, attempts to eradicate bat populations have spiked, driven by unfounded fears about disease transmission.

Bats are America's most rapidly declining and threatened warm-blooded animals. Alarming losses of free-tailed bats have been reported, though their population status is inadequately monitored. Even the Congress Ave. Bridge bats appear to be in decline.
AustinBats.org

Based in Austin — the "City of Bats" — we set out to raise empathy for the 1.5 million bats living near the Congress Avenue Bridge.

How might we help people empathize with bats and reduce the irrational fear resulting from the COVID-19 pandemic?

Approach

UX roadmap

Because the experience layered content research, a VR application, and a 3D-rendered space, we used an agile, iterative methodology to weave them together across four phases.

Phase 01

Empathize

Secondary research on bats' ecological role, plus surveys to surface attitudes and fears.

Phase 02

Ideate

Explored storytelling avenues in VR and storyboarded the core gameplay loop.

Phase 03

Prototype

Built a mid-fi Unity prototype, then a hi-fi version ready for user testing.

Phase 04

Test

Designed pre/post questionnaires and ran a VR showcase with peers and faculty.

Phase 1

Empathize

Why bats matter

To better understand the problem space, I researched the environmental role of bats and reviewed studies on how virtual environments can be designed to combat fears related to animals.

Fact 01

They reduce pesticide use

Bats save farmers an estimated $1B annually by intercepting migrating pests and reducing egg-laying on crops.

Fact 02

They pollinate & disperse seeds

Bats are responsible for pollinating and dispersing seeds of plants like the blue agave.

Fact 03

They aren't disease-ridden

Bats carry no more disease than other wild animals — but unfounded speculation reinforces the stigma against them.

Examining attitudes

I surveyed classmates to understand how Austinites actually view bats. The pain points were clear: bats are perceived as scary, and it is hard to empathize with something you fear.

Phase 2

Ideate

Three insights from academic research

Takeaway 1

Proteus effect

Embodying a bat avatar (or watching 360° bat documentaries) significantly increases empathy for the species and weakens anthropocentric framing.

Takeaway 2

Bodily ownership

Inhabiting a body radically different from one's own creates strong feelings of immersion, presence and ownership — which in turn shifts emotion and behaviour.

Takeaway 3

Empathy in VR

If a user inhabits an animal's avatar, they begin to think and act like that animal — opening real possibility for cross-species empathy.

Storyboarding the challenge

We settled on a game where the player embodies a bat and captures mosquitoes placed along its flight path — turning a 'scary' creature into an obvious helper.

Choosing the equipment

We used the Meta Quest 2 for its accessibility, untethered tracking, and high refresh rate — enhancing immersion while reducing motion sickness.

Lo-fi sketches & POV decision

Figure 1 — Game flow and avatar mechanics.
Figure 1 — Game flow and avatar mechanics.

First-person POV maximizes Illusion of Virtual Body Ownership (IVBO), but the user can't see the bat, undercutting empathy. Third-person flips the trade-off. We landed on a hybrid POV: the camera sits slightly above the bat so players see the avatar without losing presence.

Phase 3

Prototype

Mid-fi (Unity)

The mid-fi prototype featured a freely-moving bat in an urban forest with mosquito targets triggered by an Oculus controller button. The risk: simulator sickness from the bat's altitude and the unobstructed flight path.

Sketching the hi-fi

We sketched the game flow on paper to nail down features and characters. Ideas included pleasant background music to set the mood, plus a 'snap' sound and haptic feedback on successful mosquito catches.

Hi-fi prototype

An important point of contention was how the user would embody the agent. Our secondary research suggested that first-person embodiment yields the highest IVBO (Illusion of Virtual Body Ownership), but doesn't deliver the same empathy with the avatar — because the user can't see it. A third-person POV reverses the trade-off: more empathy, less IVBO.

We landed on a hybrid POV: the camera sits slightly above the bat so the user can see Batsy as it moves, without feeling fully detached. We constrained the flight path to reduce simulator sickness and built out the final scene in Unity.

Phase 4

Test

We hosted a VR showcase at UT Austin. 22 participants completed pre- and post-experience Likert questionnaires measuring self-presence, spatial presence, empathy and behavioural engagement.

66%

Self-presence

80%

Spatial presence

77%

Empathy

77%

Behavioural engagement

A participant trying our VR game

What the scores mean

Self-presence · 66%

  • 72% felt the avatar represented them
  • 77% felt that 'when something happens to my avatar, it was happening to me'
  • 59% felt able to control the avatar 'as though it were my own'

Spatial presence · 80%

  • 91% felt they were inside the virtual world
  • 86% felt 'as if I was visiting another place'
  • 91% felt 'like I could reach out and touch the objects in VR'

Empathy · 77%

  • 73% felt compassion for Batsy
  • 72% imagined themselves in Batsy's situation
  • 59% felt protective towards Batsy

Behavioural engagement · 77%

  • 73% felt their avatar represented them
  • 73% felt the avatar's experiences were happening to them
  • 73% felt able to control the avatar as their own

The game shifted attitudes toward bats in 10 of 22 participants (48%): three moved from positive to more positive, three from neutral to positive, and three from negative to positive.

I have been unsure about the utility of VR for dealing with social issues. However, this game has given me a more moderated perspective. I still think that the VR hardware itself can be made more accessible.
Participant
I am still a bit scared of bats but I now realize that they're just like any other animal.
Participant

Insights

What we'd build next

The user testing surfaced three clear opportunities for the next iteration of the game.

Teach the controls

The game doesn't currently test whether the user has understood the controls.

  • Create a help directory accessible from the main menu and during play.
  • Add an optional tutorial that verifies the user has understood the controls.

Expand the storyline

The game can be expanded to accommodate richer storylines and actionable advice.

  • Add more levels (e.g. the Texas Freeze) for replayability and complexity.
  • Add resources on bat conservation efforts to contribute beyond the game.

Improve accessibility

The game isn't fully accessible to people with disabilities or other linguistic backgrounds.

  • Allow transition to voice input.
  • Offer multiple language options.
  • Add audio directions for users who cannot read.

What worked

Takeaway 1

First-person POV builds understanding

Embodying the bat helped people go through its daily experiences and gave them a better understanding of what the animal actually contends with.

Takeaway 2

Easy controls + clear visual language

The game was easy to follow and the controls intuitive. The colour scheme made targets distinguishable, and the storyline was developed enough to incite empathy and interest.

Takeaway 3

Preset path beats VR sickness

Constraining the flight path was the right call — it almost entirely eliminated simulator sickness in our participants while keeping targets reachable.

Takeaway 4

Cute beats realistic for empathy

People empathised more easily with simpler, animated faces than realistic ones. The cute bat avatar and warm world-building did the heavier lifting for empathy.

Reflection

Lessons learned

Takeaway 1

Distilling academic research into UX

I learnt how to translate findings from academic research into UX guidelines, build an MVP from them, and then use that MVP to gather feedback from users — a meaningfully different loop from the traditional UX cycle.

Takeaway 2

Designing around hardware limits

Working with the Oculus gear pushed me to design around refresh rates, rendering budgets, simulator sickness and the strictures of an immersive space — constraints that ended up shaping the research design itself.

Takeaway 3

The value of VR for social issues

It was rewarding to map out where VR's empathic capacity opens new opportunity spaces for artistic and social experiments — and where its current capabilities still fall short.