Small actions. Meaningful independence.
I designed and prototyped an accessible VR simulation for cognitive rehabilitation in forensic psychiatry, translating motor and working-memory constraints into a structured everyday cleaning task.
MSc Interactive Media · Dissertation awarded Distinction
A Three.js reconstruction of the prototype’s interaction principles for the web. The original Unity / Quest application is shown in the recording below.
My contribution · Interaction
I implemented cumulative collection: three deliberate contacts, separated by a 0.2-second time gate. The design reduces accidental activation and brings instructions into the environment.
My contribution · Task design
I built a five-item capacity state machine that pauses collection until the bin is emptied, creating an explicit sweep–collect–empty loop informed by cognitive load theory.
My contribution · Engineering
I developed the standalone Unity / C# prototype and local CSV event logging, making individual collection events and inter-response intervals available for system verification.
Designed with constraints. Built to be examined.
Unity 2021 LTS · C# · standalone Quest hardware · diegetic UI · behavioural event logging.
This dissertation focused on system verification and proof of concept. Clinical trials were not conducted during this phase; prototype testing does not establish clinical efficacy.
University College Cork: academic supervision and project support. The Hong Kong Polytechnic University: hardware and XR lab support.
- Unity / C#
- Accessible XR
- Cognitive load theory
- Local event logging
- Distinction


