2 min read


In Iteration 1 we had a participant flow which went through a series of calibration scenes covering different aspects of vision (e.g. Monocular vision present? Biocular vision? Depth perception?…). These scenes were originally focused on building up a calibration object which could describe the participants visual abilities, to then calibrate the “main” part of the app which would be games developed by third-parties.

Whilst still valid, our user testing demonstrated that these calibration scenes have a far more profound effect on participants than we anticipated. These scenes are, in and of themselves, phenomenal training devices for demonstrating what a person is capable of achieving, and even unlocking phenomena (for example, seeing with both eyes simultaneously) which they were previously unable to achieve.

We also learnt from our initial three user testers, just how individual and subtle the differences in their conditions and abilities were. In order to craft appropriate challenges, which are pitched at exactly the skill level and abilities needed to challenge but not intimidate or demotivate a participant, we clearly need them to spend more time become sure of their abilities and working on them in a more abstract and relaxed manner.

For these reasons we are moving to extend ideas from the calibration phase to add a phase of ability building for self-guided learning.

To support these scenes becoming more deeply experiential, self-guiding (i.e. possible to use without human assistance or guidance) whilst also capable of detecting and reflecting progress (or non-progress) we are also providing a standard structure which simplifies the creation of new ability builders.

The imposition of more structure take place through the provision of a prefab scene which provides slots to be populated by sub-scenes. These sub-scenes are:

  • Preparation – Text-to-speech audio introductions which provide relevant but abstract visual stimulation. This is also part of the “Juice”1 of the experience, to ease the participant into zen like flow which keeps motivations levels up.
  • Experience – (aspect 2 – see Motivation)
  • A participant-guided experience focusing on a particular visual ability.
  • Review – Automated review of the measurements of the experience, both individually and in the historical context of that user. Suggests for “offline” practice to strengthen that ability. This is the portion of the experience which should encourage a feeling of progress and place it in a long-term context, again to maintain motivation.
  • Optional Challenge (aspect 3 – see Motivation) – Should the user feel ready (and should a suitable game be available, given the visual abilities of the participant) they are offered the chance to challenge their vision in a more competitive gaming environment. These environments are not part of the framework. From “action” games having challenge segments specifically focused on individual abilities, to puzzles solving within visual environments intended to stress combinations of abilities, there is a great deal of opportunity to make engaging and rewarding experiences.


In the next section we will clarify the project motivations which inform this iteration.

Would you like to beta test EyeSkills* or just follow what we are doing?