Michael Brzuchalski

Michael Brzuchalski

Role

Designer

Developer

Team

Myself

Timeline

6 Months

Tools

Figma

Unreal Engine

Overview

A multi-sensory experience system for relaxation and treatment.

Residents of assisted living and palliative care patients struggle with a lack of independence, having to rely on their caretakers to assist them. Something as simple as a hand rail to hold onto is huge for providing them with independence.

I saw an opportunity to use technology to bridge the gap. Drawing on the practice of forest bathing, I designed a multi-sensory experience system to enable patients to benefit from nature's influence on the body in the comfort of their own home or hospice, while preserving their independence.

An example of one of the environments available when viewed within the headset.

An example of one of the environments available when viewed within the headset.

An example of one of the environments available when viewed within the headset.

Context & Problem

Patients often lose independence and spend long periods waiting for caregiver availability.

Ontario’s long term care is struggling with the demand outpacing capacity, being severely understaffed and historically underfunded. For patients and residents who may rely on caregivers this can lead to a lot of downtime and waiting.

Research

Understanding Elder Care: Insights from Sheridan’s Elder Research Centre & Secondary Research

I met with the head of Sheridan’s centre for elder research and consumed secondary research to get an understanding of the challenges patients face and the technical research or testing that’s currently used in the field.

Studies have indicated that patients encounter various challenges and recognize the potential benefits virtual reality holds in healthcare.

Studies have indicated that patients encounter various challenges and recognize the potential benefits virtual reality holds in healthcare.

Obstacles lead to reduced travel

Obstacles lead to reduced travel

Patients admitted they could no longer travel due to health complications, insurance or financial restrictions, companion concerns or mobility issues. (Fiocco et al.)

Patients encounter comparable challenges

Patients encounter comparable challenges

Primary challenges for long-term and palliative care patients consist of pain, depression, difficulty coping, a loss of dignity, and lack of independence. (Woo et al.)

VR eases pain in trauma treatment

VR eases pain in trauma treatment

VR studies have shown to alleviate pain when used individually or alongside traditional methods in the treatment of traumatic experiences.

VR alleviates discomforts

VR alleviates discomforts

VR therapy showed reductions in pain, fatigue, depression, anxiety, and improved well-being.

Additional Research

Nature provides innate, science-backed benefits to the body.

My secondary research led me to forest bathing (shinrin-yoku), a Japanese therapeutic practice centred on mindful immersion in natural environments. Studies on the practice show it lowers stress hormones, reduces blood pressure, and boosts immune function, even short doses of outdoor exposure dramatically improve sleep quality, sharpen cognitive focus, and ease tension.

Goals

Drawing on early research into palliative care and VR-based interventions in healthcare, I defined three goals:

1

1

Enable patients to feel independent despite their unique challenges.

Enable patients to feel independent despite their unique challenges.

2

2

Create new opportunities for caregivers to tend to other patients.

Create new opportunities for caregivers to tend to other patients.

3

3

Deliver the physiological and emotional benefits of nature, even indoors.

Deliver the physiological and emotional benefits of nature, even indoors.

How Might We

How might we support comfort and engagement for patients during long periods of waiting or low stimulation?

How might we support comfort and engagement for patients during long periods of waiting or low stimulation?

Competitive Analysis

Where today’s solutions fall short on comfort and control.

Comparing existing VR and calming products through the lens of comfort, accessibility, and independence for adults made it clear no one had thought to include the other senses.

Comparing existing VR and calming products through the lens of comfort, accessibility, and independence for adults made it clear no one had thought to include the other senses.

Personas

Understanding who we're designing for: Palliative care isn't just for the elderly.

It's easy to assume palliative care applies mainly to older adults, but patients can be anywhere from their 20s into their 80s. Designing personas around this range ensured the experience felt relevant and dignified for a much broader group than the stereotype suggests.

It's easy to assume palliative care applies mainly to older adults, but patients can be anywhere from their 20s into their 80s. Designing personas around this range ensured the experience felt relevant and dignified for a much broader group than the stereotype suggests.

Journey Map

Maintaining independence through the care journey.

The existing journey revealed friction between caretakers and patients, where patients are at the mercy of their caretakers availability while they are with other patients.

The existing journey revealed friction between caretakers and patients, where patients are at the mercy of their caretakers availability while they are with other patients.

Pivotal Moment

Don’t bring them to the environment, bring the environment to them.

I initially struggled with how to approach the problem and it wasn’t till after my first iteration that I realized I was looking at the solution backwards. Why create a location to attend like some school field trip (which would create an entirely different set of mobility and risk issues), I should be trying to bring the solution into their homes.

Early Prototypes

Pivoting to a virtual reality solution.

When I was first testing the idea a number of participants made reference to a specific place or memory that was special to them. It gave me the idea to use 360 degree videos of real locations, with the business opportunity to capture the unique real world places they hold dear.

Testing and Refining

Testing and refining from feedback

I tested my prototypes with four different participants, concluding each session with a semi-structured interview to test any assumptions I had made beforehand. These quotes had the biggest impact on the project:

 “I want to get more of my senses going...hear sounds or like feel the temperatures.”

 “I want to get more of my senses going...hear sounds or like feel the temperatures.”

Since there was a strong desire to involve more of the senses I understood that they were very valuable to the experience so I designed additional physical components to accommodate this desire.

“It brings nostalgia of seeing familiar places in your life, and it actually does feel like you're in an environment.”

“It brings nostalgia of seeing familiar places in your life, and it actually does feel like you're in an environment.”

While everyone has unique memories, by using familiar environments it helped users connect with them.

“I want to be able to just use it. I think it’s inconvenient for me to learn how to use it.”

“I want to be able to just use it. I think it’s inconvenient for me to learn how to use it.”

People value their time (and have short attention spans) for this reason I took consideration to minimize the setup time and maximize their experience time.

Final Design

Experience calmness from a new perspective

Visit that family college, favourite beach trip, or somewhere you've never been. Capture that moment and visit it anytime you like.

Final Design

Bringing all five senses into care with a calming multi sensory kit

To create a truly immersive experience, I designed a multi-sensory kit with an individual artifact to address each of our five senses. You're not just seeing the environment, you're smelling it and feeling it too.

Reflection

Find a personal connection in the problem you're solving.

The best motivation to solve a problem is to find a personal connection to it. Your solutions will be more meaningful and you’ll have a deeper sense of empathy for those you are solving for. If you lack a personal connection your solutions can feel empty and lack any real substance.

If I revisited this project, I'd want to test the multi-sensory kit with real physical prototypes rather than a 3D rendering, since the emotional impact of scent and texture is hard to validate without something tangible in someone's hands.

© 2026 Michael Brzuchalski. All rights reserved.

© 2026 Michael Brzuchalski. All rights reserved.

© 2026 Michael Brzuchalski. All rights reserved.