5.3.1 Influence of Users’ Mental Model.
Although we introduced Stairway to Heaven as a mindfulness breath awareness training in VR, participants’ prior experiences shaped their expectations and engagement with the system. This was particularly evident in user associations with meditation, which was occasionally perceived as the primary focus of Stairway to Heaven, rather than as we intended for the mindfulness guide to serve as a secondary support for sustained attention to slow breathing. For instance, P10, who does not regularly meditate, remarked: “I assume that the goal of this experiment was to make the user meditate in a virtual space.” Among our 10 participants with meditation practices, we observed responses suggesting the engagement with Stairway to Heaven required additional effort. These participants needed not only to learn and orient themselves to breathing in the VR but also to reconcile the experience with their established meditation practices. P16 commented: “It was not similar to other meditations I have done.” Similarly, P3 shared “When I’m meditating... I close my eyes, and... [sit] in... Asana pose as you do in yoga. I think breathing exercises are central to any kind of meditation, so it’s pretty much what I was doing through the VR experience, but it was not close to the experience that I usually have in meditation.” Seven other participants also mentioned closing their eyes. P14 stated: “I like to close my eyes when I meditate, so sometimes that happened.”
These sentiments were echoed by others, indicating users felt inclined toward meditation during the VR experience. Furthermore, P20 pointed out the tension between the desire to engage traditionally (e.g., closing eyes) and the need to interact with the VR setting: “I was tempted to close my eyes a couple of times... but I assumed that what I needed to do was keep engaging in the virtual environment.” This tension reveals a challenge participants encountered in reconciling their preconceived notions and experiences of traditional meditation with the interactive elements of our VR design. While nine users reported feeling peaceful and relaxed during the VR experience and slow breathing exercise, they also faced challenges in managing attention between breath awareness and other aspects of the experience. These observations are key to understanding the variations in breathing recordings, highlighting how users’ existing mental frameworks shaped their interaction with Stairway to Heaven.
5.3.2 Gamification and VR.
As with meditation, users’ previous experiences with VR and gaming influenced their orientation to Stairway to Heaven. VR novices appreciated the novelty and relaxation, while more experienced VR users noted the non-traditional nature of the interaction. The idea of relaxing in VR had divergent reception. P17, a non-VR user, shared: “There was not too much to see and to do, just a pretty environment which, together with the easy voice and the music, made it pretty relaxing.” While P3 explained: “As far as the immersiveness of the VR experience in itself was concerned, I think it was pretty good, but... my experience with VR has been more to do with gaming. It is not so relaxing.”
The novel use of a respiratory sensor as input had a learning curve for all users, regardless of their VR familiarity. After the initial adjustment to the sensor and HUD feedback, the progression mechanics, despite their simplicity, were found to be engaging, and likening to an adventure. P4 shared about their learning: “With the breathing patterns… at the start... I was just getting used to breathing with the sensor on and seeing the green bar moving.” While P5 found a sense of adventure and challenge in our design, reporting: “I really liked it, and after the second circle [checkpoint], I was feeling that I’m present; it was feeling good in the virtual environment… When looking at the mountain and I saw so many more [checkpoints], I was like, Woah! What’s happening, and… OK, this is going to be fun.”
While Stairway to Heaven incorporates gamification, it differs from traditional VR games like Beat Saber by focusing solely on breathing for progression. P20’s experience exemplifies how this design choice led to a deep engagement with breathing mechanics, showing a blend of challenge and mindfulness. (P20): “I started seeing it like a game where it [the HUD] would count the numbers and the green line; if my breath didn’t let the green line go all the way to the other ring, then I knew it wasn’t going to count [toward progression], so, then I would actively try to breathe deeper.”
Participants gave mixed feedback on the audiovisual elements of the VR environment. While some enjoyed the 360-degree scenery and found it immersive, others felt distracted or desired more realism and sensory engagement. The balance between immersion and distraction in this work emerged as a highly individualized fine line, with some users desiring more interaction and others more relaxation. Users shared their favorite parts of the virtual world. (P18): “I liked that it changed scenery, although there was scenery I wish I could go back to; I liked the lake... I wanted to see it more. I was looking for it when it went away.” P22 found the checkpoints and landscape design working as we intended to map and motivate their progression: “I didn’t notice until the halfway point that you could see the progressive moments where you have been before; it’s nice because then there is this receding perspective that I could kind of stretch my awareness further out.”
P13 noticed features of the audio feedback and guidance working for them: “I noticed that when the meditation thing happened, like when they started talking, it really comforted me.” P21 further commented: “The meditation was really great, the guided part... it really set you up well to finish on your own because it doesn’t last until the very end, so that was nice because I liked the support, but then I was even more aware, and I felt better to carry on the breathing exercises on my own.” The variety of attentional opportunities and their balance in our design worked better for some than others. For example, P18 found conflict in the audio design: “I felt as though I was a little distracted between the music and the voice because they didn’t always match up... so it kind of took me out of the meditation.”
Participants had a lot to share about improvements they could imagine and desires for expanding the experience. This feedback highlights the importance of usability testing with diverse audiences, particularly in applications creating non-traditional engagements in VR, such as mindfulness and relaxation. P14 imagined: “I don’t know if you could include smells of nature, or even if there was a breeze and you could feel, so you could encompass more senses than just the visual.” P9 shared a similar perspective: “Maybe adding a sense of smell because visually you are there, you feel you are there, with the grass and the bushes there in front of you, it’s kind of weird like you are there, but maybe if you had a sense of smell then maybe it would be more immersive.” Three users also wished for a more realistic VLT, finding the teleportation mechanic disruptive to the continuity of their experience. P8 explained: “I would like to be able to breathe and walk toward my destination rather than getting teleported over there.”
Five participants remarked about the visual feedback in the HUD. P20 noticed that while our design strategy for conditioning user attention to breathing was effective, at times, it also felt overbearing: “I wonder if... that gauge, the green line, that bar to capture the breath moving, I wonder if that wasn’t there... the experience would have been different because there was this thing I had to do, I had to do this breathing thing, which didn’t let me really relax the way I might have otherwise.” Additionally, P19 imagined the HUD improved by adjusting the parameters of the breathing training task: “In the meter that is in there... I would probably want to change that so it puts me in more of a relaxing breath.” Also, the breathing task, as defined by our calibration thresholds, did not always deliver the ideal challenge, and four users reported becoming tired from it or finding it harder towards the end, P5: “Some of the breathing parts, it was a little bit hard to do... to reach the maximum, I had to force it, and I was feeling a little bit competitive to reach the max.”
5.3.3 Perception of Breath Awareness.
Four participants reported changes in breathing habits, focusing on diaphragmatic breathing and bodily sensations. Feedback from the respiratory sensor in VR, along with the physical sensation of wearing the sensor, heightened their somatic awareness. For instance, P4 noted the physicality of the sensor belt enhanced awareness of their breathing pattern: “Having the respiration sensor on, I’m sort of getting somewhat of that feedback from the resistance of the sensor itself on where I am in the breathing pattern: that physical feedback.”
The virtual environment evoked realistic sensations, as described by P18 and P7, who felt as if they experienced an actual breeze. This blend of physical and virtual sensations led participants to focus inwardly, with P13 finding the virtual water’s reflection soothing enough to close their eyes for deeper meditation. (P13): “I liked the reflection on the water; it was very calming, and after a while, when the water was there, actually, I was so calm that I preferred to close my eyes and just listen to the music and what they were talking about... It really calmed me down, and I preferred to close my eyes for a little bit to get into the meditation a bit more.”
However, not all somatic experiences were pleasant. P16 experienced postural discomfort, and P9 and P19 reported feeling tingling. P19 explained they found the breathing becoming more demanding, requiring deeper and more conscious breaths. (P19): “At the end, it got harder to get the sensor to the end... And I think that was because I was relaxing; I was breathing shallower if that makes sense, and I needed to think about it, like: ‘Okay, now you need to exhale all the way so that you can inhale all the way again.” Participant P6, who initially approached the experience as a traditional game, realized the importance of slowing down and relaxing into the experience. (P6): “Initially, I was not paying attention to what the audio was saying because it was trying to slow me down, and I was going for the repetitions, and it got harder and harder. But on the return track from 10 to one, that is when I properly settled in to start listening to the audio cues and started taking breaths slowly, and it was really relaxing in the last part.”
Five participants mentioned consciously adjusting their breathing style, with P3, for example, making a deliberate effort to shift from chest breathing to abdominal breathing. This shift illustrates the training’s impact on participants, prompting them to focus on and modify their breathing patterns. (P3):
“My natural tendency is to have the chest rise and fall rather than breathing from the abdomen, so again, that was something I was consciously aware not to do.” These insights from participants underline the effectiveness of the VR experience in modifying breathing habits and fostering a deeper connection with one’s body. However, they also highlight the need for careful balance in design to accommodate varying experiences and reactions to the virtual environment and breathing training.