Memo 5: Hierarchy of Research Questions
Social Theory Questions and Emergent Empirical Questions
  1. 1. How can we translate human response to physical attribute?
  • Ø How do we quantify and materialize human response to VR? How do we turn qualitative data to anthropological observations
  1. 2. What are the possibilities for VR? What are the possible ways to expand the sensory experience in VR? (Design)
  • Ø Can we integrate sound within the physical mobile VR device? Does this add to the immersive nature of VR?
  1. 3. How can biomimicry be used to invoke the human experience in VR in designing aesthetics?
  • Ø Which structures, designs, found in nature relate (or emulate) to the characteristics/feelings that VR invokes in humans?
  1. 4. How can VR expand the human experience? Or, how will VR aid human therapy, health, communication, among individuals and cultures? How are cultural groups represented in VR experiences, if possible?
  • Ø Is VR, a typically individualistic space, a space in which subcultures can emerge, If so, how?
  • Ø What is the flow for VR in therapy, health, communication?
    • § How might this space be expanded?
    • Ø Is VR a viable option in psychotherapy—i.e. PTSD, ADD, ADHD, anxiety therapies?
      • § Does the individualistic nature of VR contribute to the notion that it is a viable option in therapy?
        • Or, does this therapy need social interactions among groups (aforementioned subcultures) and individuals?
Interview Questions
  1. 1. How did you get involved with your specific field?
  2. 2. How long have you been working in your field?
  3. 3. Why and when did you begin integrating VR in your practice?
  4. 4. What is the typical therapy for PTSD, ADD?
  5. 5. Are the therapies intended to be more of an individualistic sort or include social interaction? Or how do those play into therapy?
  6. 6. How did you discover biomimicry and see it as a design value?
  7. 7. How do we identify which biological structures/processes are properly aligned with a given project?
  8. 8. What are the most successful projects in biomimicry? Why?
  9. 9. Is there space for improving designs of headsets in VR?
  10. 10. What are the limitations on the current designs in headwear?
  11. 11. How does the physical, hardware proponent of VR contribute to the all-encompassing experience?
  12. 12. How might hardware diminish inhibitions in public use?
  13. 13. Is VR where it needs to be now? What is its trajectory?
  14. 14. What is it typically that clients/customers/users want in their VR experience?
  15. 15. What attributes in designed landscapes do users want the most?
  16. 16. What attributes in hardware for VR add to experience? Are there any conceptual designs that would add to experience being developed today?
  17. 17. What are the socio-political limiting factors in VR? External and internal?