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Case study · Wellnut

Wellnut

A private place to pause, talk, and breathe.

A VR companion that gives students a low-friction, judgment-free way to pause, reflect, and reach guided support — before they hit a crisis point.

No appointment, no stigma, no waiting list.

Illustration: a student in a VR headset sitting in a sunlit forest clearing beside the Wellnut companion.
Concept illustration — the real build appears from section 05 onward.
Role
UX Researcher + Project Coordinator
Duration
6 months · Nov 2024 – May 2025
Team
UX Research · Unreal Dev · Environment Art · Character Art · Audio
Tools
Unreal Engine · Maya · Google Forms · Perforce

The outcome

We turned a support gap into a focused VR experience.

Wellnut became a working VR prototype: a private environment, an empathetic avatar, emotion-based dialogue, and guided meditation.

The goal was never to recreate campus counseling in VR. It was to make the first step toward support feel easier.

students surveyed, across 6 disciplines
33
saw value in VR-based meditation for exam stress
71%
from first literature review to live showcase
6 months
focused MVP, instead of five unfinished features
1

Existing support

Free services · appointments · counseling · campus resources

The gap

Stigma · no time · independence · uncertainty about asking

Wellnut

Private environment · immediate interaction · acknowledgement · guided meditation

Why it mattered

The problem wasn’t that support didn’t exist. The barrier came before the first step.

  • Stigma

    Fear of judgment from peers and faculty.

  • Time

    48% cite no time for traditional support.

  • Independence

    67% prefer handling things on their own.

  • Uncertainty

    Not knowing where or how to start.

58%

of students with chronic stress had never accessed an on-campus mental health service — despite it being free.

Qualifier: figures come from a 33-student survey at a single institution, plus secondary research. They are directional, not statistically representative.

Illustration: a student resting with her eyes closed, surrounded by soft foliage.
Concept illustration

The opportunity wasn’t another resource directory. It was a lower-friction entry point to support.

Product strategy

We weren’t designing a replacement for therapy. We were designing what comes before it.

Traditional support journey

  1. Feel stressed
  2. Decide whether to seek help
  3. Find a resource
  4. Book an appointment
  5. Wait
  6. Talk to someone

The Wellnut journey

  1. Feel stressed
  2. Enter a private environment
  3. Choose how you feel
  4. Be acknowledged
  5. Reflect
  6. Practice guided meditation
  7. Take the next step, if needed

Reduce the friction of starting — without pretending the product replaces human care.

Research → product

Research didn’t just validate the concept. It changed what we built.

A 33-student survey across six disciplines told us what students needed. A licensed therapist told us how to deliver it. Neither alone was enough.

33

students surveyed

What the barriers were

1

therapist consultation

How support should feel

One focused experience

Private environment → acknowledgement → guided practice.

  1. 01

    Why VR

    Finding

    71% saw value in VR meditation for exam stress and performance.

    Decision

    Use VR as the primary environment.

    Why

    A private, enclosed experience takes the social friction out of asking for support.

  2. 02

    Why an avatar

    Finding

    Students wanted immediate, independent support.

    Decision

    Introduce an always-available avatar companion.

    Why

    The avatar sits between “I'm struggling” and “I need formal support.”

  3. 03

    Why talk before meditation

    Finding

    Students need to feel heard before they can receive guidance.

    Decision

    Make acknowledgement the first step.

    Why

    Validate the emotional state before suggesting a technique.

The experience

A focused journey from emotion to regulation.

Six steps, built as one continuous experience: arrive in the forest, say how you feel, be acknowledged, reflect, breathe, and leave with a next step.

In-headset view of the Wellnut forest, with the avatar waiting in the clearing.
From the build — the forest as the student sees it.
The Lonely and Stressed emotion bubbles floating above the avatar in the forest.
From the build — emotion selection: Lonely or Stressed.
  1. 01

    Arrive

    Enter the private forest environment.

  2. 02

    Express

    Choose an emotion — Lonely or Stressed.

  3. 03

    Be heard

    The avatar acknowledges what was expressed.

  4. 04

    Reflect

    The conversation adapts to that emotional state.

  5. 05

    Practice

    Move into guided meditation and breathing.

  6. 06

    Continue

    End with an appropriate next step — including encouragement toward human support.

Conversational design

Validate first. Guide second.

Originally the avatar moved straight from emotion selection into meditation. The therapist consultation added a step in between.

“I’m stressed. Everything feels like a lot right now.”

“That sounds really tough. You’re not alone in feeling this way. Would you like to take a moment to breathe together?”

  1. Acknowledge
  2. Listen
  3. Guide
The interaction model — written for the build, not a screenshot.
  • Clear expectations

    Session duration, privacy, and limits stated upfront. Uncertainty breeds anxiety.

  • Active listening cues

    Mirror the student's own words. If they say “stressed,” the avatar says “stress.”

  • Validate, then act

    “That sounds really hard” comes before “let's try breathing.” Never skip acknowledgement.

  • Appropriate boundaries

    Limit session availability to avoid dependency; prompt toward professional help when appropriate.

“The avatar should model a healthy relationship — providing space, listening, and validation — while maintaining appropriate boundaries. It should feel like someone who cares, without replacing human connection.”

Licensed therapist consultation · Dec 2024

Wellnut is not therapy, and was never presented as therapy.

My role

I connected research, coordination, and the product experience.

As UX Researcher and Project Coordinator, I worked across research synthesis, product direction, experience design, and team coordination.

I translated student and expert input into product decisions while keeping the team focused on a buildable MVP.

  1. Research

    • Survey design
    • Synthesis
    • Secondary research
    • Interview planning
  2. Product direction

    • Problem framing
    • MVP scope
    • Experience priorities
  3. Conversational UX

    • Emotion flows
    • Dialogue branches
    • Empathetic language
    • Ethical guardrails
  4. Coordination

    • Cross-functional planning
    • Team alignment
    • Unreal workflow
  5. Showcase

    • Prototype prep
    • User walkthroughs
    • Feedback collection

The process

Four phases. One progressively sharper product.

  1. 01Understand

    Weeks 1–4

    Literature and secondary research into support barriers, existing interventions, and the VR / meditation evidence base.

  2. 02Validate

    Weeks 5–10

    33 students surveyed across six disciplines — support-seeking barriers, independence, VR receptiveness.

  3. 03De-risk

    Weeks 11–14

    Licensed therapist consultation produced the empathy-language framework and the validate-before-guidance principle.

  4. 04Build

    Weeks 15–26

    Scoped the MVP, then built the environment, avatar, emotion branches, meditation, and the showcase build.

Product scope

One exceptional experience over five half-finished features.

Scope was a research decision, not simply an engineering constraint. The survey pointed to one journey that mattered most, so the team built that journey properly.

Build now — v1

  • Forest environment
  • Emotion selection
  • Avatar conversation
  • Guided meditation
  • Personalized greeting

Not in v1

  • Voice AI
  • Biometric sensors
  • Mood tracking
  • Multiple environments
  • Weekly check-ins

From concept to prototype

The research had to survive contact with a real build.

The team translated the experience model into a working Unreal environment while coordinating research, development, environment art, character art, and audio.

No one on the team had used Unreal before, so the build included learning the toolchain while producing the prototype.

  1. Research findings
  2. Experience spec
  3. Dialogue branches
  4. Unreal environment
  5. Avatar + interaction
  6. Meditation
  7. Showcase build
The Unreal Engine editor: the emotion-bubble widget blueprint beside the forest level.
The emotion-bubble blueprint that branches the dialogue, beside the level it runs in.
Building the forest, in the editor.

Validation

We put the experience in front of people before calling it finished.

The prototype was exhibited at the Jarvis Innovation Showcase in May 2025. Attendees put the headset on, went through the experience, and left feedback directly on a Wall of Feedback.

An attendee trying Wellnut in the headset at the showcase, with the run mirrored on a screen.
An attendee in the experience.
The team presenting Wellnut to a full room at the Jarvis Innovation Showcase.
Presenting at the showcase.
Guiding a first-time user in.
The Wall of Feedback: sticky notes left by showcase attendees around the team's poster.
The Wall of Feedback, as attendees left it.

“This feels like talking to someone who actually cares.”

Attendee feedback — Jarvis Innovation Showcase, May 2025

The notes also asked for things the MVP didn’t have: meditative background audio, a skip button, a more natural voice, emotes for the avatar. That list became the clearest brief for what to build next.

Impact

The prototype moved the idea from research into something people could actually experience.

The strongest result wasn’t a scale metric. It was moving from an abstract problem — students aren’t using the support that exists — to a tangible experience built around the actual barriers.

students informed the product direction
33
pre-validated VR interest, before the product existed
71%
from literature review to live showcase
6 months
team members onboarded to Unreal with no prior experience
5

If this shipped

The real test would be whether students choose to come back.

Wellnut is a prototype, not a deployed clinical or commercial service. There are no treatment outcomes or adoption numbers to claim.

The right success criteria would be behavioral.

  • Return use

    Do students voluntarily come back after the first session?

  • Completion

    Do they finish the journey from emotion selection through guided practice?

  • Perceived safety

    Does it feel private, non-judgmental, and appropriately bounded?

  • Help-seeking

    Does Wellnut make professional support easier to approach, rather than replacing it?

  • Trust

    Do users understand what the avatar can and cannot do?

Before scaling

The prototype answered some questions. It also exposed the next ones.

Research evidence

Open

Research scope

A self-selected sample from a single institution. Findings are directional, not generalizable.

Open

Long-term behavior

Showcase feedback is not evidence of sustained engagement.

Product

Open

Clinical boundaries

Wellnut should never be positioned as therapy or a replacement for professional care.

Open

Dependence and escalation

A conversational companion needs guardrails around dependency, escalation, and referral to human support.

Operations

Open

Technical expansion

Voice AI, biometrics, mood tracking, and additional environments each require separate evaluation.

What’s next

The next phase is broader validation, not simply more features.

  • Validate

    Test with a broader, multi-institution sample, including students who have actively sought support.

  • Refine

    Evaluate conversation quality, trust, perceived privacy, and whether acknowledgement changes engagement.

  • Expand carefully

    Explore voice interaction and adaptive experiences only after the core interaction is validated.

Scale the evidence before scaling the feature set.

Final thoughts

The hardest part wasn’t building VR. It was giving students a reason to take the first step.

Wellnut started with a behavioral gap, not a technology brief: support existed, but many students were not ready to use it.

Research shaped the platform, the interaction model, the ethical boundaries, and the scope — turning that insight into a prototype students could actually experience.

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