The project developed through five subsequent phases: 1. Theoretical elaboration; 2. Participatory design; 3. Production; 4. Assessment; 5. Pre-commercialization.
Work started by consolidating the theoretical framework related to accelerating subjective time passage in immersive environments: during Phase 1, the research team from the University of Milan reviewed the relevant literature and translated key concepts (including conditions associated with “flow”) into concrete, testable design hypotheses for VR content and user experience.
In Phase 2, these hypotheses were refined through participatory design activities: patients, caregivers, and healthcare professionals participated in workshops and qualitative interviews, offering valuable insights to help define an immersive experience that would meet their requirements in a chemotherapy setting. This phase produced evidence-based design guidelines converging on calm, nature-like environments; low cognitive load; simple and intuitive interaction; one-handed use; and a flexible degree of engagement.
Building on these guidelines, in Phase 3, the work moved to implementation with the production of the functional prototype “Track of Time” by the Khora team. The VR experience was conceived as a calm journey on a vintage train – a contemplative-first experience with optional interaction and designed for practical use during treatment (minimal setup, limited movement, and accessibility on a standalone headset).
In Phase 4, the prototype was assessed by the research team together with the San Gerardo clinical staff in the real chemotherapy setting with a mixed-method clinical trial, including quantitative and qualitative measures, as well as field observation. An initial 12-patient pilot confirmed the prototype tolerability and informed final refinements. The trial proper involved an additional 30 patients, each invited to experience chemotherapy both with and without VR.
Descriptive results indicate strong tolerability and acceptance of “Track of Time” (over 85% of the sample reported no typical VR-related symptoms; over 90% enjoyed the experience). In addition, most participants reported reduced time monitoring and faster perceived time during VR.
These findings supported the project’s overall objective to move from prototyping and validation towards initial market readiness during its final phase. As a first pre-commercial step, the VR application was publicly showcased through an initial launch in both a scientific context and a public setting. In parallel, pre-commercialisation work consolidated the prototype’s packaging and defined a dual uptake pathway: a primary B2B route, based on licensing to oncology departments/chemotherapy centres, and a secondary B2C route, enabling direct distribution for patients with personal headsets. Together, these steps translated the validated proof of concept into a structured basis for further tests and subsequent pre-commercial and commercial activities.