IDEA9301 Bush Tucker Explorer: VR Journey Through Aboriginal Culinary Traditions

Bush Tucker Explorer leverages VR technology to create immersive experiences that educate users about Aboriginal culture and culinary practices. The project aims to enhance social and emotional well-being by promoting cultural understanding and connection through interactive storytelling and hands-on VR activities.

Exploring Design Brief

Challenge: The Bush Tucker Explorer project addresses significant challenges faced by Aboriginal and Torres Strait Islander communities in Australia, particularly in the realm of Social and Emotional Wellbeing (SEWB). Despite ongoing efforts, health services, education systems, and cultural institutions have not sufficiently supported these communities in achieving positive SEWB. This challenge is deeply rooted in the historical context of colonisation of Aboriginal and Torres Strait Islander peoples. The historical injustices continue to impact contemporary Aboriginal and Torres Strait Islander peoples, contributing to inequitable health, wellbeing, social, and cultural outcomes.

Background: SEWB is a holistic concept for Aboriginal and Torres Strait Islander peoples, encompassing connections between individuals, kin, community, land, culture, spirituality, and ancestry. Improving SEWB outcomes is a priority within the national Closing the Gap initiative. Digital Health applications, particularly those co-designed with Aboriginal communities, offer great potential for enhancing SEWB. VR technology can create immersive experiences that foster a sense of presence in another environment, transcending contemporary societal restrictions and oppressions.

Opportunity: The Bush Tucker Explorer project explores how VR can be utilised to enhance SEWB by providing an immersive platform for cultural education and engagement. This project, led by Jasper Garay from The University of Sydney, focuses on using VR to improve mental health and SEWB outcomes for Aboriginal and Torres Strait Islander peoples. The project aligns with the broader objective of supporting self-determination and cultural connection, aiming to bridge the gap between traditional knowledge and modern digital health applications.

Research

Research Goals: The main research goal was to explore how VR can be utilised to share Aboriginal stories and knowledge, with a specific focus on the cultural significance of bush tucker. We aimed to understand the perspectives of Aboriginal communities to ensure the VR experience was culturally authentic and engaging.

Research Methodologies: Our methodologies included the Stanford Design Thinking Model, combining empathy, ideation, and prototyping to foster a user-centric design process. This approach involved qualitative methods such as interviews, field trips, and competitor analysis to gather in-depth insights.

Cultural Research: Our team initially brainstormed three focus areas: Australian Aboriginal art, food, and herbs. After basic research and discussion, we chose to focus on Aboriginal food as it was the most engaging and relatable theme. This allowed us to explore solutions like food exhibitions, tasting sessions, and cooking games. A key highlight was the traditional ‘Steam Method’ of cooking, which involves wrapping food in leaves and steaming it. We incorporated these techniques in our prototype to educate and share traditional Aboriginal culinary knowledge.

Research Field Trip: To gain a deeper and more personal understanding of Aboriginal culture, our team joined an educational tour at the Royal Botanic Gardens in Sydney, guided by a First Nations expert. The tour focused on various types of bush tucker found in the region, particularly highlighting the culinary techniques of the Eora nation. A standout example was the Lomandra plant, typically used for weaving, but its roots can also be ground into gluten-free flour for damper, a traditional bread paired with lilly pilly jam or kangaroo meat. This firsthand experience with unique Australian foods underscored the importance of Aboriginal elder wisdom and the critical role of intergenerational transmission in preserving cultural heritage. The tour broadened our culinary horizons and deepened our appreciation for the richness and resilience of Aboriginal traditions, which was vital in shaping the direction of our project.

Interviews: Conducted interviews with cultural experts and key stakeholders such as Jasper from the Aboriginal community. This provided insights into the cultural practices and the significance of the design problem.

Key Research Insights: Insights gathered from the research helped our team brainstorm main themes relevant to the design problem. We sketched out our ideas on an A2 paper.

Ideation

Early Concepts: Using VR for Storytelling, Education, and Cultural Expression, this project immerses players in an educational journey guided by an Elder to learn and preserve Aboriginal culinary traditions.

Storyboard: Storyboarding is crucial in visual storytelling, providing a cohesive blueprint that clarifies the narrative, enhances collaboration, and ensures a unified vision among the creative team. We created a storyboard to convey the essence of our game design concept, visually mapping out the overall narrative and gameplay elements.

Prototype

Our VR game prototype transports users into an immersive environment where they experience life in the bush from the perspective of an Aboriginal child guided by an elder. This first-person experience involves gathering ingredients, learning traditional cooking methods, and understanding the cultural significance of each element. The game is set in the area now known as the Royal Botanic Garden, recreating its natural state before colonisation. This setting allows users to explore and learn about the land and its historical context. The design concept aligns with the idea of ‘e-colonialism,’ enabling Aboriginal creators to craft the experience, story, and characters.

The VR prototype was made in Unreal Engine. The player can explore the VR environment and guided by the elder to look for food sources. After gathering all the ingredients, they are prompted to cook the cuisines by following a recipe.

User Testing

During the prototyping process in Unreal Engine, we recreated an Indigenous cooking scenario using imported models and textures, such as a clay pot and fish. Initial user testing revealed that first-time VR users needed more time to adjust, and we faced challenges in guiding users seamlessly through the game. Our solution included setting gameplay boundaries and adding tips with voice guidance from an Aboriginal Elder. Despite limited coding experience, developing the game was rewarding and highlighted areas for future enhancement, such as incorporating historically accurate models and interactive actions. Feedback from user testing was crucial in refining the game and planning further iterations.

To assist users in understanding the user testing process, we created illustrations of the game flow. These illustrations provided participants with a clear overview of the game’s sequence and basic interactions, ensuring they could navigate the game independently and provide meaningful feedback.

Final Solution and Exhibition

To get our prototype ready for the graduation exhibition, our team iterated on the existing VR prototype by integrating a physical component. Participants first use the VR prototype to explore the wilderness and collect ingredients, immersing themselves in the virtual experience. When they reach the cooking stage, they transition to the physical prototype, where they use prop ingredients and follow instructions to prepare the food.

This iteration adapts the prototype for an exhibition setting where VR equipment is limited. The physical prototype allows others to understand and visualise our design solution, not just the person using the VR headset. This approach enhances engagement and immersion for both the participant and potential onlookers. The following are artefacts from our graduate design exhibition.

Exhibition Stand: On the left side of the table shows the device on which the VR prototype is loaded. The right side of the table shows the physical prototype with the cooking recipe. The wall shows instructions and details about our project.

Testing With Key Stakeholders: Introducing our design solution and demonstrating the prototype for the participant.

Feedback: The participants are giving feedback on their experience with the prototype. Our team took notes of the feedback to identify room for improvement in future iterations.

Concluding the Exhibition: Group photo following a retrospective of the exhibition progress and outcome.

Validation

After Thoughts: Reflecting on the project, I realised the profound impact of cultural sensitivity and the importance of iterative design. Engaging with Aboriginal communities and incorporating their feedback was crucial. This experience taught me the value of empathy and collaboration in creating meaningful and respectful educational tools. The project reinforced my passion for using technology to bridge cultural gaps and promote well-being.

Group Reflection: The following is a recording of our group reflection of our insights, key learning and takeaways from our graduation capstone IDEA9301.