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VR as a "Drop-In" Well-being Tool for Knowledge Workers

Sophia Ppali, Haris Psallidopoulos, Marios Constantinides, Fotis Liarokapis

TL;DR

This paper investigates how virtual reality can support the well-being of knowledge workers through a flexible, multi-mode tool called Tranquil Loom. Using a two-phase mixed-methods study, the authors first derive design requirements from interviews with 10 knowledge workers, then deploy Tranquil Loom with 35 participants to assess usage, well-being outcomes, and user experience. Quantitative results show significant reductions in anxiety and increases in mindfulness, while qualitative insights highlight the value of short, self-directed breaks, diverse environments, and a drop-in, playful use pattern; AI suggestions are seen as optional and not universally trusted. The work identifies five key design tensions—structure vs. openness, AI guidance vs. autonomy, assigned use vs. spontaneous access, novelty vs. familiarity, and doing vs. being—offering practical implications for emotionally intelligent VR wellness tools that align with real-world work rhythms and privacy considerations.

Abstract

Virtual Reality (VR) is increasingly being used to support workplace well-being, but many interventions focus narrowly on a single activity or goal. Our work explores how VR can meet the diverse physical and mental needs of knowledge workers. We developed Tranquil Loom, a VR app offering stretching, guided meditation, and open exploration across four environments. The app includes an AI assistant that suggests activities based on users' emotional states. We conducted a two-phase mixed-methods study: (1) interviews with 10 knowledge workers to guide the app's design, and (2) deployment with 35 participants gathering usage data, well-being measures, and interviews. Results showed increases in mindfulness and reductions in anxiety. Participants enjoyed both structured and open-ended activities, often using the app playfully. While AI suggestions were used infrequently, they prompted ideas for future personalization. Overall, participants viewed VR as a flexible, ``drop-in'' tool, highlighting its value for situational rather than prescriptive well-being support.

VR as a "Drop-In" Well-being Tool for Knowledge Workers

TL;DR

This paper investigates how virtual reality can support the well-being of knowledge workers through a flexible, multi-mode tool called Tranquil Loom. Using a two-phase mixed-methods study, the authors first derive design requirements from interviews with 10 knowledge workers, then deploy Tranquil Loom with 35 participants to assess usage, well-being outcomes, and user experience. Quantitative results show significant reductions in anxiety and increases in mindfulness, while qualitative insights highlight the value of short, self-directed breaks, diverse environments, and a drop-in, playful use pattern; AI suggestions are seen as optional and not universally trusted. The work identifies five key design tensions—structure vs. openness, AI guidance vs. autonomy, assigned use vs. spontaneous access, novelty vs. familiarity, and doing vs. being—offering practical implications for emotionally intelligent VR wellness tools that align with real-world work rhythms and privacy considerations.

Abstract

Virtual Reality (VR) is increasingly being used to support workplace well-being, but many interventions focus narrowly on a single activity or goal. Our work explores how VR can meet the diverse physical and mental needs of knowledge workers. We developed Tranquil Loom, a VR app offering stretching, guided meditation, and open exploration across four environments. The app includes an AI assistant that suggests activities based on users' emotional states. We conducted a two-phase mixed-methods study: (1) interviews with 10 knowledge workers to guide the app's design, and (2) deployment with 35 participants gathering usage data, well-being measures, and interviews. Results showed increases in mindfulness and reductions in anxiety. Participants enjoyed both structured and open-ended activities, often using the app playfully. While AI suggestions were used infrequently, they prompted ideas for future personalization. Overall, participants viewed VR as a flexible, ``drop-in'' tool, highlighting its value for situational rather than prescriptive well-being support.

Paper Structure

This paper contains 17 sections, 4 figures, 1 table.

Figures (4)

  • Figure 1: Two-phase study methodology. In Phase 1, we conducted semi-structured interviews with 10 knowledge workers to gather design requirements that informed the development of a VR well-being app Tranquil Loom. In Phase 2, we deployed the app in a workplace setting with 35 participants and evaluated it through pre-post well-being measures, usage data, and follow-up interviews.
  • Figure 2: User Journey. (1) The user puts on the headset during work. (2) An AI agent, Loomi, greets them, asks what’s troubling them and suggests two activity-environment pairings. (3) Users can follow the suggestion or choose their own activity (stretching, meditation, or exploration) and environment (forest, snow, beach, or abstract). (4) Users are teleported to the chosen environment to begin the activity.
  • Figure 3: Participants using Tranquil Loom during the workplace deployment. The in-situ deployment allowed us to observe how participants engaged in well-being activities in a realistic work context.
  • Figure 4: Boxplot comparisons of self-reported anxiety and mindfulness scores before and after using the app. The left panel shows a reduction in anxiety (STAI-S) from before to after the intervention. The right panel displays increases across all three dimensions of state mindfulness: overall awareness, mental engagement, and bodily presence (SMS subscales).