FireFly Forest

Designing an Augmented Reality Experience for Children to distract during Venipuncture Procedures

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Abstract

Venipuncture is a common medical procedure that can cause significant stress and anxiety in children, often intensifying their perception of pain. Virtual Reality (VR) has been explored as a distraction method, but its fully immersive nature can lead to a loss of control, as children are disconnected from their surroundings. This project investigates Augmented Reality (AR) as an alternative distraction tool, allowing children to remain aware of their environment while still engaging in an immersive experience.

The research aimed to answer the question:
How can an AR experience be designed for venipuncture procedures to effectively distract children aged 6–12, reducing their perception of pain and anxiety while maintaining their sense of control?

A combination of theoretical research, patient journey mapping, and co-creation with children was conducted to gain insights into effective distraction strategies. Three child archetypes were identified—The Monitor, The Curious, and The Blunter—each representing different coping styles during venipuncture. Next to that, to enhance the AR experience, pre- and post-procedure experiences are crucial to address.
Based on these insights, the FireFly Forest was developed: an experience that transforms mandatory procedure steps into rewarding challenges. The design includes interactive fireflies, a guided breathing exercise, and positive reinforcement elements to support children throughout the procedure. To evaluate the effectiveness of the design, an AR prototype was built in Unreal Engine and tested in a simulated, non-medical venipuncture setting with children aged 9–11. The results indicated that the experience was engaging, intuitive, and effective in shifting focus away from the procedure. Children described the experience as calming and enjoyable.

Beyond the AR experience itself, the project explored pre- and post-procedure interventions to enhance effectiveness. Two additional concepts were developed: Lumi’s Portal, a waiting room interaction to introduce the AR experience before the procedure, and Lumi’s Adventure Booklet, a sticker-based reward system reinforcing positive associations with medical visits.

While initial testing showed promising results, further research is needed to validate the effectiveness of AR distraction in a real medical setting. Testing in hospitals will provide insights into engagement under real-world conditions, the influence of external stressors, and practical integration into clinical workflows. Additionally, long-term engagement strategies, such as theme variations or gamification, should be explored to ensure engagement for frequent hospital visitors.

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