Mixed reality family space combining avatars, shared photographs, 360-degree environments, and scanned household objects.

2023

Bonding Across Distances

Building social presence with mixed reality for transnational families

{contextual review, research through design, virtual world building, systems design, paired user testing, data collection and analysis}

Spatial.io

Spatial.io

AltspaceVR

AltspaceVR

Mozilla Hubs

Mozilla Hubs

Blender

Blender

Unity

Unity

SketchUp

SketchUp

Polycam

Polycam

Google Street View

Google Street View

Illustrator

Illustrator

Photoshop

Photoshop

Overview

Building social presence across distance

Transnational families often communicate across time zones, unstable connections, and unequal levels of technology confidence. These logistical barriers can weaken emotional connection and make everyday family communication less satisfying. This thesis asked: How can mixed reality build social presence—the feeling that another person is genuinely there with you—for transnational family communication?

A full account of the research process and findings is documented in a master's thesis paper.

Research-through-design framework connecting three research questions with four mixed reality prototypes and their evaluation methods.

Research & Testing

Research ethics and paired user testing

Using Research through Design, I reviewed literature and existing technologies, surveyed communication needs, and designed and evaluated four iterative mixed-reality prototypes. Prototype 3 was tested with six transnational family pairs—12 participants in total—with one family member in Toronto and the other overseas. The study combined observations from live paired activities, interviews, and online surveys to evaluate usability, usefulness, and social presence. The testing process was reviewed and approved by OCAD University’s Research Ethics Board and adheres to the guidelines of the TCPS2 (2nd edition of Tri-Council Policy Statement: Ethical Conduct for Research Involving Humans).

Iteration

Four prototypes, one learning loop

Prototype 1 explored sharing 2D images and videos in a shared 3D space, testing the effects of spatial reference and avatar embodiment. Prototype 2 introduced 3D-scanned objects, 360° photographs, and a home-like environment. Prototype 3 became a paired-testing space where first-time users completed guided activities using a VR headset and a computer. Prototype 4 explored a long-term, lived-in family space shared by five users over one week.

The gallery below follows the progression from 2D media sharing, to 3D and 360° assets, and finally to paired testing with participant-created media across VR and desktop devices.

Prototype 1 places two family members’ avatars beside shared photographs inside a simple virtual room.
A participant uses a phone to scan a personal object for inclusion in the shared mixed reality environment.

Findings

What the research revealed

Shared spatial references, avatars, and spatial audio made communication feel more precise and increased participants’ awareness of one another. Three-dimensional scans of domestic objects carried personal memories and contributed to a stronger sense of home than 2D media alone. Testing also exposed differences between devices: VR users often became active guides, while computer users faced more navigation and setup barriers. These findings pointed toward flexible device access, home-like spaces with different activity zones, equal family ownership, and simpler tools for creating and sharing assets.

Design Response

From a virtual space to a shared virtual home

Prototype 4 translated the research findings into a more flexible family environment. It included one room for collaborative activities, another for meetings and conversations, and an open area for 360° photographs and shared viewing. Family members could contribute and arrange their own assets instead of entering a space controlled by one administrator. As domestic objects and family rituals accumulated over time, the space developed greater familiarity, peripheral awareness, and social presence.

The existing creation process required several disconnected tools, including Polycam, Google Street View, Blender, Photoshop, Unity, and platform-specific upload systems. This complexity led to the proposal for an all-in-one journey that would simplify asset capture, optimization, uploading, and collaborative world-building.

Prototype 4 displays family photographs, books, plants, and household objects arranged inside a shared virtual home.

Outcome

Contribution and limitations

The research suggests that mixed reality can support social presence when a family space is collaborative, customizable, interactive, and used long enough to become familiar. The project produced four functional prototypes, a design and evaluation framework, and a paired-testing strategy for immersive communication experiences. It was not a finished commercial product: the 10-month solo study, 12-participant sample, device and network differences, and changing technology platforms limited its scope. Future work would require longer-term testing, simpler onboarding, and a more resilient asset workflow.

Shuting Zhou

Multidisciplinary designer and researcher based in Toronto.

Contact

shutingzhou.design@gmail.com

Shuting Zhou

Multidisciplinary designer and researcher based in Toronto.

Contact

shutingzhou.design@gmail.com

Shuting Zhou

Multidisciplinary designer and researcher based in Toronto.

Contact

shutingzhou.design@gmail.com