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Case Study · Applied Research Complete

Shalom Village: Facilitating Research Workshops in an Assisted Living Facility to Guide VR Implementation

A literature review, a technology evaluation, and a resident workshop pilot. Built to answer one question before anyone designed anything: should Shalom Village invest in VR at all?

Bottom Line

Proceed with purchasing 2 Meta Quest 3 headsets, about $2,162 CAD to start. Full reasoning and rollout plan below.

Duration May – Aug 2026
Category Applied Research · Emerging Technology Pilot
My Role UX Researcher & Innovation Consultant (WIL Placement)
Team Nathan Richards (Lead) · David Neumann, Academic Advisor (Humber College) · Tracy Humphreys, Wellness Coordinator & Main Stakeholder (Shalom Village) · Kristhel, Session Support
Methods Literature Review, Heuristic Evaluation, Cost-Benefit Analysis, Workshop Facilitation, Mixed-Methods Data Analysis

The Problem

Shalom Village is an assisted living community exploring whether virtual reality could improve residents' quality of life. There was no app to redesign, no wireframes to sketch, and no existing product to fix. The organization needed something different first: evidence. Residents range widely in mobility, cognitive engagement, and prior comfort with technology, and that range shaped the evaluation framework and workshop design from the start.

Before any resident put on a headset, three questions had to be answered honestly. Does VR actually work for people in assisted living, or is that just marketing? Which of the many headsets and platforms on the market are actually built for this population? And is it worth the money?

I met separately with David Neumann, my academic advisor, and Tracy Humphreys, Shalom Village's wellness coordinator and the project's main stakeholder, to understand what each of them needed by the end of this project. Tracy's priority was resident-centric: whether this would genuinely improve quality of life for people she works with every day, not whether the technology was impressive on its own. She also brought her own knowledge of individual residents into every decision along the way, from recruitment to how to read reactions in the room. Those conversations shaped the three questions above.

Research

A systematic review of the published research on VR in aging care: 43 studies, spanning 2019 to 2026, synthesized to separate what the evidence actually supports from what vendors claim.

43Studies synthesized
2019–26Publication range
84%Published since 2020
MixedMethods: RCTs, scoping reviews, qualitative studies

What the evidence supports

  • Consistent reductions in stress, anxiety, and negative affect across multiple study designs
  • Improved social connectedness and reduced isolation, particularly through shared/group VR experiences
  • Staff consistently report visible increases in resident engagement, energy, and mood

What the evidence warns about

  • Cybersickness, dizziness, and eye strain are real and exclude some participants. One study reported 18.6% exclusion
  • Heavy headsets and complex controllers create real barriers for frail residents and those with dexterity limitations
  • Staff cite Wi-Fi instability, technical difficulty, and lack of time/confidence as adoption barriers, not just cost

Technology landscape. Six VR options were compared: three general-purpose consumer headsets, one prosumer mixed-reality headset, and two subscription platforms purpose-built for senior living.

Option Type Specialized for Older Adults? Facilitator Required? Approx. Price
Meta Quest 3 Hardware No Recommended $829.99 CAD
Meta Quest 3S Hardware No Recommended $479.99 CAD
HTC Vive Focus Vision Hardware No Yes (enterprise-configured) ~$1,000 USD
Samsung Galaxy XR Hardware No Recommended $1,799 USD
Rendever Platform + Service Yes Required (staff-controlled tablet) ~$8,000 CAD Yr 1
Mynd Immersive (MyndVR) Platform + Service Yes Recommended ~$5,500 CAD Yr 1

Only Rendever and Mynd Immersive are purpose-built for senior care. They bundle hardware, curated content, staff training, and support. The consumer headsets are cheaper but require sourcing content, training, and facilitation separately. Meta Quest 3 was selected as this project's working headset. No senior-specific design, but the best balance of adjustable IPD, passthrough support, and price for a pilot that still needed to evaluate content independently.

Key Insight

Operational Barriers, Not Efficacy, Are the Real Risk. The literature is genuinely positive on outcomes, but almost every study also flags the same operational barriers: staff training, Wi-Fi reliability, and hardware comfort. None of that has anything to do with whether VR "works." A recommendation based only on the outcome studies would have missed half the real problem, which is why the next step was building an evaluation framework that scores operational fit, not just content quality.

The Evaluation Framework

Rather than judging VR experiences by feel, I built a 20-point heuristic evaluation template. Section A is Nielsen Norman Group's 10 core usability heuristics for VR. Section B is 10 Older Adult Accessibility heuristics I wrote myself, each one derived directly from a specific finding in the literature review and cited back to its source. Every experience under consideration was evaluated against all 20 before it was allowed near a resident.

20Heuristics per experience
94%SoulRetreat pass rate
70%YouTube VR pass rate
2Experiences fully evaluated
Heuristic SoulRetreat YouTube VR
Section A · NNG Core Usability
H1 · Visibility of System StatusPassPass
H2 · Match Between System & Real WorldPassPass
H3 · User Control & FreedomPassPass
H4 · Consistency & StandardsPassPass
H5 · Error PreventionN/APass
H6 · Recognition Rather Than RecallPassPass
H7 · Flexibility & Efficiency of UsePassPass
H8 · Aesthetic & Minimalist DesignPassPartial
H9 · Recognize, Diagnose & Recover From ErrorsN/APass
H10 · Help & DocumentationPassPartial
Section B · Older Adult Accessibility
OA-1 · Visual Clarity & Sensory AdjustabilityPassFail
OA-2 · Auditory Accessibility & Noise LoadPassPass
OA-3 · Cybersickness & Vestibular SafetyPassPartial
OA-4 · Physical Comfort & Seated AccessibilityPassPass
OA-5 · Simplified Interaction & Motor AccessibilityPassPartial
OA-6 · Cognitive Accessibility & Reduced OverloadPassPartial
OA-7 · Spatial Orientation & WayfindingPassPass
OA-8 · Multi-Modal Feedback & Sensory RedundancyPassPass
OA-9 · Emotional Safety, Cultural Relevance & ReminiscencePassPass
OA-10 · Facilitator Accessibility & Staff OperabilityPartialPass
Key evidence: SoulRetreat's only gap was OA-10: "no emergency stop, however, the application is easy to exit with the click of the meta button." YouTube VR failed OA-1 outright ("no adjustable settings easily accessible from the application") and landed Partial on cybersickness, since "some flying experiences may cause cybersickness or aggravate vestibular issues", which is why flying and travel-style videos were screened out before any resident saw the shortlist.

The gap between 94% and 70% isn't a judgment on content quality. Both were selected for the workshops. It's the difference between an experience designed to require nothing from the user and one that needs a facilitator managing the parts residents shouldn't have to see. In practice, YouTube VR was often the easier one to run: a facilitator could load and position the video in advance, so a resident's headset went on already set up and all they had to do was press play. SoulRetreat scored higher and had simpler interactions once running, but getting to "running" still meant a resident, or a facilitator standing over them, working through its own launch sequence first. The heuristic score measures the experience once it starts, and for this population, what happens before that mattered more.

Key Decisions

1

SoulRetreat to Gibraltar Peak Meditation

Workshop 3 was originally planned as SoulRetreat, the meditation app that scored highest in the heuristic evaluation (94% pass rate, fully passive once launched). After watching residents struggle to operate the controllers in earlier live sessions, we swapped it for Gibraltar Peak Meditation, a YouTube VR video the facilitator could load in advance and hand over ready to go, removing controller interaction from the resident's side entirely. A strong heuristic score describes an interface on paper. It doesn't guarantee a specific resident's hands will get along with a specific controller in the room. The swap cost us nothing: Workshop 3 posted the highest average emotional rating of the series (3.33/5).

2

Quest 3 Over Quest 3S

Quest 3 beat the cheaper Quest 3S despite the higher price. Its passthrough camera reads as working to residents, where the 3S's grainier passthrough read as broken technology, a difference that matters more for this population's trust in the hardware than the price gap does.

Running the Workshops

Three experiences were selected against six criteria drawn from the literature review: low motion-sickness risk, simplified controls, adjustable visual settings, cognitive accessibility, reminiscence potential, and the ability to exit or pause without penalty. Delivered across three consecutive weekly 90-minute sessions (July 13, 20, and 27), each followed the same four-part structure: orientation, the VR activity itself, a semi-structured debrief, and a short anonymous survey for residents and staff.

Three measurement tools ran alongside the sessions: a Self-Reported Emotional Scale completed before and after each session, an Observed Emotion Rating Scale completed by staff during the activity, and a Senior Technology Acceptance Model questionnaire tracking comfort with the technology over the series.

I facilitated all three sessions myself: running the protocol, taking observational notes, troubleshooting headsets in the moment, and talking directly with residents throughout. Tracy Humphreys and Kristhel supported headset setup, resident orientation, and additional observation.

"I want you to hear this clearly before we put anything on: you cannot do anything wrong here. You cannot break anything. If anything, anything at all, ever feels uncomfortable while you're wearing the headset, just let us know. We will stop immediately. Your comfort always comes first, no exceptions."
· Facilitator script, Step 2 safety briefing

Recruitment ran through word of mouth and a printed poster displayed at Shalom Village, with sign-up coordinated through the recreation team.

Shalom Village VR workshop recruitment poster listing three weekly sessions

Every resident who signed up was screened against basic health and safety criteria and completed informed consent before their first session, coordinated with Shalom Village's wellness team given the range of cognitive ability across the resident population.

Attendance & Retention

All three workshops ran as scheduled. Eight residents attended across the series, tracked through the Self-Reported Emotional Scale and the Observed Emotion Rating Scale.

8Residents participated
15Total session-attendances
75%Returned for 2+ sessions
0Adverse events across 15 sessions
Workshop Experience Attendance Avg. Self-Reported Emotion
1 · Jul 13Beethoven's 5th Symphony5 residents3.0 / 5
2 · Jul 20Versailles in 3D4 residents3.25 / 5
3 · Jul 27Gibraltar Peak Meditation6 residents3.33 / 5
Key finding: The self-reported emotional average rose modestly across the series (3.0 → 3.25 → 3.33), but the Observed Emotion Rating Scale tells a fuller story: staff logged sustained alertness in nearly every session from the very first workshop, and negative affect as "not visible" throughout. The rising self-report trend likely reflects residents growing more comfortable articulating their experience, not rising engagement from a low baseline. Residents were attentive from day one. They just got better at telling us so.

Retention wasn't uniform, and the pattern says more than the average would. Four participant types emerged across the three sessions.

The Loyal Anchor

Attended all 3 workshops · steady 3/5 every time

Undramatic, consistent attendance despite observer notes ranging from "quiet, unsure" to "no visible enjoyment." This resident kept coming and said outright: "I would enjoy the VR experience on a regular basis at Shalom." A stable presence a program can be built around.

The Enthusiast Returnee

Joined at Workshop 2 · 5/5 both sessions attended

The highest and most consistent emotional ratings in the cohort. Briefly dizzy at the Gibraltar cliffside, took the headset off, and stayed for the rest of the session anyway: "I felt so calm, my eyes shut."

The Agency-Seekers

Three residents · moderate, control-dependent engagement

Engagement tracked closely with how much choice they had. One resident only came alive once allowed to pick their own experience, smiling and laughing for the first time only after that. Control wasn't a nice-to-have for this group, it was the difference between disengagement and delight.

Did Not Return

Two residents · attended Workshop 2 only

Both attended once and didn't re-register. Neither reported discomfort or safety concerns. One said plainly, "I don't understand how this could help me," a confidence and framing gap, not a harm signal, and the clearest argument for a longer onboarding runway.

Six residents completed a post-experience survey covering Emotional Experience, Physical Comfort, and Intent to Return.

4.35Overall mean (out of 5)
4.13Emotional Experience mean
4.53Physical Comfort mean
4.39Intent to Return mean

Headset comfort was the one soft spot in an otherwise strong picture: it scored 2.83 out of 5, well below every other item on the survey. Every other physical-comfort item (pain, dizziness, eye strain, neck strain) scored at or near the ceiling.

Key finding: Residents were more candid on the rating scale than in their own written words. Nobody flagged the headset's fit in written comments, but it's the single lowest-scoring item on the entire survey by a wide margin. Written feedback alone would have missed the physical-comfort problem entirely. The numbers caught what the words didn't say.

Cost. Four acquisition pathways were modeled at pilot and full-program scale over a three-year horizon.

Pathway One-time (Year 1) Annual Ongoing 3-Year Total
Pilot · 2 Meta Quest 3 headsets $2,161.92 ~$220 ~$2,800 CAD
Full program · 6 Meta Quest 3 headsets $4,696 ~$470 ~$7,000 CAD
Platform: MyndVR ~$5,500 ~$5,100 ~$15,700 CAD
Platform: Rendever ~$8,000 ~$7,000 ~$22,000 CAD

The hardware-only pilot costs a fraction of even the cheapest platform subscription, but the platforms bundle training and support that a hardware-only path leaves entirely to Tracy Humphreys. The cost model doesn't make that decision, it makes the tradeoff visible, which led to the recommendation below: start hardware-only and small.

The Answer: Yes, With Conditions

Bottom-line recommendation: proceed with purchasing 2 Meta Quest 3 headsets. All three questions from the start of this project now have real answers. VR is viable and desirable for Shalom Village's residents, provided it's facilitated and the content is chosen thoughtfully rather than assigned. The cost is modest relative to the impact: a 2-headset pilot runs about $2,161.92 CAD one-time plus roughly $220 CAD a year after that.

$2,161.92One-time pilot cost, 2 Quest 3 headsets (CAD)
~5 hrsFacilitator training required
0Serious adverse events target for continuation
Month 6Target to scale to 6 headsets, 10–15 residents

The plan is staged, not a single purchase. Start with 2 headsets and the four residents most likely to build early momentum. Expand to 10–15 residents and 6 headsets by month six if the evaluation metrics hold, and fold VR into standard programming, alongside art, music, and physical therapy, by month twelve.

The single point of failure

Shalom Village's Wellness department is Tracy Humphreys and no one else. She'll facilitate the pilot directly, which fits the data: residents rated themselves less confident using VR alone (2.0/4) than with someone demonstrating (2.57/4). But a program that depends entirely on one person's calendar isn't a program, it's a risk. A backup facilitator from outside Wellness needs to be identified and trained before this scales past the pilot.

Immediate next steps

  • Budget approval for ~$2,161.92 CAD in pilot hardware
  • Identify and begin training a backup facilitator
  • Procure 2 Meta Quest 3 headsets and assemble a curated content library

The full methodology, data set, and final recommendations report were delivered to Shalom Village leadership at the end of the placement.

Design Materials

There was no product to brand here, but residents and staff still needed materials that felt warm and legible rather than clinical. I carried a consistent identity across the recruitment poster and workshop materials: high contrast for aging eyes, soft per-session color-coding, and a friendly illustrated tone that reads as inviting rather than institutional.

Color Palette
Cream #FFFCF8
Ink #000000
Session 1 · Rose #FFF0ED
Session 2 · Peach #FFEADB
Session 3 · Mint #F8FCEA
Typography

A bold, condensed display face for headlines, paired with a rounded, friendly sans-serif for body copy. The pairing favors legibility and warmth over polish: large type, high contrast, nothing italicized or thin enough to strain aging eyes.

Components

Each workshop session gets its own color-coded card, a simple pattern repeated from the poster into the facilitator materials so residents and staff could recognize "Session 2" at a glance across documents.

Workshop 1
Workshop 2
Workshop 3
Design Principles
  • High contrast, large type sized for older-adult readability
  • Soft, distinct per-session color-coding rather than a single accent color
  • A friendly illustrated figure to soften the unfamiliarity of VR hardware
  • Plain, direct language over promotional copy

Takeaways

  • Evidence has to come before advocacy

    It would have been easy to walk in enthusiastic about VR and design a workshop to prove it. Building the literature review and heuristic framework first meant the final recommendation is defensible, not just optimistic.

  • Retention isn't one number, it's four different stories

    A 75% return rate on its own says almost nothing about how to run this program. The Loyal Anchor, the Enthusiast, the Agency-Seekers, and the residents who didn't come back each needed something different from the experience. The average was the least useful number in the dataset.

What This Shows

This project demonstrates:

  • The ability to operate without a design brief: building research and evaluation methodology from scratch
  • Rigorous, literature-grounded thinking applied to a real vendor and technology decision
  • Facilitation of human-subjects research with a vulnerable population, with safety and dignity built into every step
  • Comfort presenting an honest cost-benefit picture instead of a predetermined recommendation
  • Synthesizing self-report, staff-observed, and qualitative data into one coherent, honest narrative, including the outlier that complicates it
  • Applied UX skills, heuristic evaluation and accessibility thinking, outside of a traditional product design context
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