UX306 · Wounded Warriors Canada · 2026

After
the Shift

A seated VR experience that puts you in the home of a firefighter's partner and asks you to feel what it means to love someone who carries the job home with them.

PlatformMeta Quest 3
ToolShapesXR
ClientWounded Warriors Canada
Duration5 to 7 Minutes
Scroll to explore
01 The Experience

You are Sarah.

"That's not distance chosen deliberately. That's depletion."

The user embodies Sarah, a firefighter's partner, watching a Tuesday evening unfold after James comes home from a difficult shift. Through voice, objects, and the silence between them, the experience communicates what Operational Stress Injuries look like inside a home and connects families to Wounded Warriors Canada's support programs.

We chose not to show the job. We show what it leaves behind.

1 in 4
First responders in Canada will experience an Operational Stress Injury
6+
Participants tested the experience including Trauma Exposed Professionals
6
Frames built in ShapesXR, all in one home environment
3
WWC programs integrated throughout: COPE, Spousal Resiliency, Surviving Family
02 How We Got Here

A complete rebuild.

V1 had eight scenes across multiple locations. Users could not follow it. They focused on completing tasks rather than feeling anything. We did not patch it. We rebuilt it from the ground up.

V1 Problem

Eight scenes. Multiple locations. No narrative thread.

Users were completing tasks to advance rather than engaging with the story. The fire station scene was not recognizable. The flashback felt like showing trauma rather than understanding it. The cup metaphor added complexity without clarity.

Before
V2 Solution

One home. One evening. Every object carries meaning.

We collapsed everything into a single home that evolves through frame transitions. A full narrator speaks to the user as Sarah throughout. Every interaction is tied to the narrative: putting a coat away, clearing a cold plate, reading an unopened message.

After
Why No Characters

Uncanny valley breaks immersion before it begins.

Through our course and instructor feedback we learned that character models in VR risk creating an uncanny valley effect where almost human is not quite human enough, which pulls users out of the experience. We let voice, objects, and spatial audio do the work instead.

Design Decision
What Testing Changed

Real input from a 911 Operator and active firefighters.

Our 911 Operator said the flashback would be giving them trauma too. Firefighters on Reddit confirmed the toll is accumulation over years, not one dramatic call. Every major design change traces back to a real person's real words.

User Research

"We chose not to show the job. We show what it leaves behind."

After the Shift, Group 7

Watch the prototype.

Full experience walkthrough recorded in ShapesXR on Meta Quest 3

04 Key Scenes

The interactions that matter.

Each interaction is not a task. It is a moment. Picking up a coat. Setting down a fork. Reading a message that was never answered. Click any scene to read more.

Eating alone
Scene 01
Eating Alone
Users immediately understood they were Sarah. The empty chair across the table made the whole evening feel personal.
Click to read more →
Putting the dish away
Scene 02
Putting the Dish Away
Testing showed this was the moment users stopped completing tasks and started feeling them. Care and quiet resignation in one action.
Click to read more →
The dropped coat
Scene 03
Hanging Up the Coat
The repeated fabric sound from the morning anchored the day as a cycle. Users felt this was not one bad night but a pattern.
Click to read more →
The unread message
Scene 04
The Unread Message
Seeing their own message unread made the story specific. Users stopped projecting and started inhabiting. This scene consistently created the strongest emotional response in testing.
Click to read more →
The testimonial video
Scene 05
The Testimonial
Hearing a real voice name the experience gave users language for what they had just felt, and a moment to breathe before the final choice.
Click to read more →
The three responses
Scene 06
The Choice
Turning empathy into a decision made the experience actionable. Users left with something concrete to carry into their own relationships.
Click to read more →

How would you respond?

In the final scene, three response bubbles appear. The user selects what they believe is the most supportive first step. All three responses come from a place of care. None of them are wrong. But none of them will immediately fix what Operational Stress Injury builds up over years. What they can do is signal safety, reduce pressure, and create the conditions for healing over time.

Panel A
Best First Step

"I'm here, you don't have to carry this alone."

Presence without pressure or expectation. COPE identifies this as the strongest opening move. It communicates that you are not going anywhere, without asking anything in return. It does not promise a fix. It offers a foundation.

Panel B

"Whenever you're ready to talk, I'm here."

Caring and patient, but naming the act of talking can introduce subtle pressure. It frames the goal as a conversation rather than just being together. Good language for a later moment, once the person already feels safe enough to consider talking.

Panel C

"What if we looked into some support together? I'll come with you."

A meaningful and concrete offer, and ultimately an important one. But it arrives before presence has been established. Moving to solutions too early can feel like the other person wants to resolve the discomfort rather than sit with it. This response belongs a step or two later.

None of these responses will undo an Operational Stress Injury overnight. OSI develops over years of accumulated exposure, and recovery follows a similar pace. What a partner can offer is consistency, patience, and the willingness to stay present without needing to fix anything immediately. That is what the Spousal Resiliency Program and COPE are built around.

Every object in the experience is a stand-in for something that cannot be said out loud.

Narrative Design, After the Shift

Experience it yourself.

A scene from the ShapesXR prototype embedded below. For the full experience open on a Meta Quest 3 using the space code. You can also explore it here in your browser.

Scene Preview, Frame 1, Viewpoint 3

Navigate inside the space using your mouse or touch. Best on Meta Quest 3.

🥽

Open this in VR for the full experience

The browser preview above gives you a sense of the spatial layout, but After the Shift is designed to be felt in the headset. Load ShapesXR on your Meta Quest 3, enter the code below, and step into Sarah's home. The difference is not just visual. The presence is what makes it land.

Open on Meta Quest 3 in ShapesXR
S768 5D98

Enter this code in the ShapesXR app to load the full After the Shift experience

06 WWC Connection

Built around real programs.

Every scene connects to a specific Wounded Warriors Canada program. This is not just an awareness campaign. It tells families where to go next.

🤝

Spousal Resiliency Program

Named through the dinner plate interaction. The narrator says directly: you are carrying something too, and you deserve support just as much as he does.

💬

COPE

Couples Overcoming PTSD Every Day. Connected to the choice panels. Presence over fixing. Staying without requiring explanation. The correct response reflects what COPE teaches.

🏠

Surviving Family Program

Named in the outro alongside the other programs. All three are displayed before woundedwarriors.ca appears on screen so every user leaves with somewhere to go.

3,800 Reddit views. One 911 Operator. Two firefighters. Every design decision had a name behind it.

Research Process, Group 7
07 Design Process

How we designed it.

Every decision came from someone telling us something real. The process was iterative, grounded in research, and when we needed to find voices outside our usual channels, resourceful.

01
Client Brief

Wounded Warriors Canada

Wounded Warriors Canada set three clear priorities from the start: no graphic incident depiction, no risk of retraumatizing families, and WWC's programs integrated meaningfully throughout. Those three principles became the filter for every design decision that followed.

02
First Responder Research

911 Operator Interview and Reddit Outreach

After Waterloo Region Fire Department and Waterloo Regional Police Service did not respond to our outreach, we posted on r/Firefighting. The post reached over 3,800 views. A 911 Operator gave us a full structured interview. Two active firefighters from Reddit shaped how we framed James's behaviour throughout the evening scenes.

03
User Testing

Five Participants, Think Aloud Method

The morning scene, the phone interaction, the choice panel language, and the removal of the flashback all came directly from participant feedback. The 911 Operator said the flashback would be giving them trauma too. That was enough.

04
Spatial Audio Strategy

Voice and Sound Over Characters

We chose not to use character models to avoid uncanny valley effects, a principle from our course and reinforced by instructor feedback. Sarah's footsteps from the hallway, James's voice from the armchair, the door closing from the left. Spatial audio creates presence where visible characters would have broken it.

08 The Team

Group 7.

UX306 Design of Immersive Spaces, Wilfrid Laurier University. Supervised by Dr. John Munoz. Client: Wounded Warriors Canada.

F
Fahad Sheikh
ShapesXR Lead & Web
  • Led the project as group lead across both versions
  • Built and iterated the full ShapesXR prototype across V1 and V2
  • Designed spatial layout, frame transitions, and all object interactions
  • Participated in user testing sessions
  • Developed this portfolio site
I
Ilhan Benli
Narrative Support & Slides
  • Contributed to early script drafts and scene descriptions
  • Created the slides for the final presentation
P
Prableen Nijjar
Research & WWC Integration
  • Led the 911 Operator interview and Reddit first responder outreach
  • Recruited additional research participants beyond the initial cohort
  • Participated in user testing sessions
  • Mapped every scene to a specific WWC program
S
Shaina Gardose
Design, Narrative & Audio
  • Created the one page concept design document
  • Wrote the script and developed the narrative arc across all six scenes
  • Produced the audio files and voiceover direction for Sarah's narrator
  • Handled all communication with the client throughout the project
  • Participated in user testing sessions and synthesized feedback into V2
09 Concept Design

One page.
The whole idea.

The one-page concept document produced after the experience was built, distilling everything into a single artifact. The narrative premise, the spatial logic, the WWC program connections, and the emotional arc condensed into one page.

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If any of this felt familiar

You are not
carrying this alone.

Wounded Warriors Canada offers free, confidential support for first responders and their families across Canada. If the experience resonated, their programs are a real next step.

Visit Wounded Warriors Canada
Thank You Dr. John Munoz Course Professor, UX306 Design of Immersive Spaces, Wilfrid Laurier University
Thank You Matthew Wocks Wounded Warriors Canada, for the brief, the trust, and the mission