
OVERVIEW
The Problem
Living with Mysophobia has exposed me to intense anxiety, stress, and daily disruptions, often in unexpected situations. Many patients avoid treatment, perceiving it as trivial and not worth the investment.Traditional treatments can increase anxiety due to high cognitive demands, leading to high dropout rates.
The Solution
To address these challenges, I developed a VR game prototype using Unity, integrating exposure therapy to provide an accessible, low-stress, and cost-effective treatment option. This solution is designed to help Mysophobia patients manage their symptoms in an engaging and enjoyable way.
UNDERSTAND THE PROBLEM
Secondary Research
I conducted extensive online research to gain a scientific understanding of Mysophobia, including its signs, symptoms, and current treatment methods.This research informed my exploration of potential approaches to effectively treat or alleviate the symptoms of Mysophobia through design.
Mysophobia, also known as germophobia, bacillophobia, or bacteriophobia, is an intense and irrational fear of germs, dirt, and contamination.
Healthcare providers diagnose Mysophobia by evaluating its impact on daily life through a simple questionnaire, without the need for specialized testing. The severity is categorized into four levels based on the patient's responses.

Mysophobia is usually treated through therapy or medication, though medications only manage symptoms. The most effective treatments are usually therapy-based.
Thus, I evaluated 5 therapy methods: Systematic Desensitization, Exposure Therapy, Flooding Therapy, Aversion Therapy, and Cognitive Behavior Therapy. To determine the most suitable approach, I used a radar chart to compare these therapies across five key aspects:
Efficacy (E): The effectiveness of the treatment.
Duration (D): The length of time the treatment typically takes.
Implementation (I): The ease of applying the treatment.
Cost (C): The cost of the treatment.
Mental Stress (M): The level of stress imposed on patients during treatment.

KNOW USER
Qualitative Research
In my research, I identified three types of Mysophobia: behavioral, mental, and physical. I then interviewed 10 participants across these types, asking them to list keywords related to their specific fears.


I categorized the interview keywords into three types of Mysophobia using circle graphs to highlight the most frequent triggers.

Idea Mindmap
Building on insights from my secondary and qualitative research, I brainstormed ways to integrate VR gaming, exposure therapy, and patients' fear keywords. This led to my idea:
The idea is to make treatment more accessible and engaging by combining exposure therapy with a game format. Using VR from a first-person perspective adds realism, enhancing the therapeutic experience for Mysophobia patients.
The game consists of six levels: Bedroom, Home, Elevator, Subway, Restaurant, and Restroom. Each level challenges the player's endurance through tasks designed to increase exposure gradually.
Levels are ordered based on user research insights: the Bedroom and Home, identified as the most comfortable by 9/10 participants, are the initial levels. The Public Restroom, found most distressing by 7/10 participants, is the final level. This sequence reflects increasing difficulty, guiding players through a therapeutic process from comfort to challenge.

START DESIGN
Mysophobia Screening Test
To help users determine if they have Mysophobia, I designed a quick, 5-minute quiz prototype using Figma. The quiz contains 10 questions that scientifically diagnose the user’s level of Mysophobia.
Start the test

Finish the test and get result

Quiz results correspond to four levels of Mysophobia, determining the starting level of the game based on severity:
Level 1: Low - No treatment needed.
Level 2: Moderate - Start at level 5 of the game.
Level 3: High - Start at levels 2 or 3.
Level 4: Extreme - Start at level 1 or seek medical treatment.
Logic: The more severe the Mysophobia, the lower the patient's tolerance for challenges. Therefore, those with higher severity begin at lower game levels to gradually build tolerance and confront their fears step by step.
DESIGNING THE GAME
Public Restroom Prototype
Given time constraints, I focused on prototyping a single level. To best showcase the game's full potential and interface design, I chose to develop the most challenging level—Level 6: Public Restroom.
Below, I outline some key design decisions made during this process.
I used the Unity game engine to create the indoor scenes on a 3D platform for the game.

Public Restroom from other angles:
I chose a first-person VR perspective to let players experience the game through the character’s eyes, providing a realistic and immersive environment that enhances therapeutic outcomes.
In first-person view, players see their hands transition from clean to dirty as they progress. I applied contaminated textures to increase psychological stress.

I designed 5 tasks in the public restroom scenario for users to overcome:
Introduction of level 6:

Start the first tasks...

While doing the tasks...

After completed one task...

If the player hesitate to complete the task...

Closing of the level 6...

FEATURES
Introduction
This is the beginning scene of Level 6, where the player starts with a brief introduction. By nodding, the player "clicks" the "Next" button to proceed. After the introduction, the tasks begin.

Doing Task
This is an example of the player performing Task 4: picking up the dirty paper. The player must walk to designated locations and execute commands to complete the task. Once completed, the task icon at the top and the instruction in the bottom right corner both turn green.

Providing Hint
If the player hesitates for over 2 minutes, hints will pop up for 5-8 seconds to calm and guide them. When only 3 minutes remain, the timer turns red to alert and apply gentle pressure on the player.

USABILITY TESTING
Testing Insights
I invited 4 mysophobia patients to participate in the game usability testing:
All users found the UI design and instructions clear and understandable, effectively guiding them through the game and tasks.
Users appreciated the concept of using a game for therapy, noting that the tasks targeted their specific issues and helped alleviate their phobia.
75% of users found the hint feature helpful in reducing stress when they were stuck.
Half of the users reported feeling less anxious about public restrooms after completing the game.
50% of users mentioned that the lo-fi, peaceful background music helped them relax and stay focused on the tasks.
Overall, most users believe the Mysophobia VR Game has therapeutic benefits and expressed interest in using it to treat their Mysophobia.
Improvement
Users suggested improving the interaction animations for a smoother experience, enhancing engagement and treatment effectiveness.
Some users mentioned difficulty in selecting certain objects.
One user recommended adding more tactile feedback to the controls for a more realistic experience.
Based on these suggestions, I plan to enhance my programming skills and optimize Unity to create a more immersive and effective treatment experience.
REFLECTION
Takeaways
Harnessing Technology to Address Traditional Challenges
This project demonstrated how evolving technology can offer innovative solutions to long-standing problems. I discovered that technology is not just a tool but a powerful enabler that can address human challenges in novel ways. This realization has fueled my passion to further explore the intersection of technology and human-centered design.Expanding My Skill Set
Over 400 hours of learning and coding, I significantly deepened my understanding of 3D engineering and advanced my Unity skills. I learned how to effectively structure scenes, utilize assets, and create smooth interactions between the interface and players. Additionally, I gained valuable experience in game UI/UX design, opening up a new and exciting area of design for me. This project not only sharpened my coding skills but also broadened my design perspective.