When we set out to design the virtual reality component of VR Balance, we faced a question that was deceptively simple: what should people feel when they put on the headset?
Not uncomfortable for the sake of it. Not manipulated into an emotional response. We wanted something more honest than that — and more useful. We wanted participants to encounter situations they might recognise: from their own past behaviour, from conversations they had witnessed, from dynamics they had perhaps never questioned. And we wanted them to encounter those situations from the inside.
The starting point: real experiences
The scripts for the six scenarios were not invented from scratch. They were grounded in the lived experiences of women — in workplaces, at home, in everyday interactions that individually might seem minor, but that collectively define a pattern. The researchers and experts at the University of Barcelona, many of whom have spent decades working on gender health and equality, brought that knowledge into the room.
The process was co-creative. Women who had experienced discrimination, micro-aggressions, and structural barriers contributed to the writing. What came out was not a worst-case parade, but a set of recognisable, ordinary moments — the kind that happen in offices and kitchens all over Europe, every day.
The six scenarios
The production process
Each scenario was built as a fully scripted, filmed production, converted into software compatible with Meta Quest 2, Meta Quest 3, and Meta Quest Pro headsets. The goal was realism: staging, lighting, dialogue, and pacing all designed to feel like something you might actually witness, not a stylised dramatisation.
The MetaMedicsVR team — including 3D artists, a lead VR developer, and an AI and VR developer — worked throughout Work Package 3 to build and refine the technical experience. Prototypes were sent to partners in all three countries for testing before the final versions were delivered for the pilot course in Spain.
Accessibility was a design requirement from the start. The experiences needed to work for a broad range of participants, including those with no prior VR experience — executives in their 50s and medical students in their 20s alike.
What happens after the headset comes off
The scenarios are not the end of the experience. They are the opening of a conversation. Each VR session is embedded within Workshop 3 of the VR Balance course, followed by structured facilitation — a space for participants to process what they experienced, connect it to their own lives and workplaces, and explore what change might look like in practice.
In our experience, the most important moment is not the immersion itself. It is the silence immediately afterward — and what people choose to say into it.