Master's thesis · TU Berlin · 2023–2024

Combating Homesickness with Immersive VR Design

UX ResearchExperience DesignMixed-Methods StudySolo Project
UX ResearchExperience DesignMixed-Methods StudySolo Project
UX ResearchExperience DesignMixed-Methods StudySolo Project

TL;DR Version:

the Problem

Millions of students leave home to study abroad each year. Many thrive. Many don't, not because of academic failure, but because of homesickness: a psychological state consistently correlated with anxiety, depression, and reduced academic performance. Existing interventions address the social problem but rarely the sensory one. No one had seriously explored whether you could recreate the feeling of being somewhere through technology, and whether that was enough.

As someone who grew up in Lahore and moved to Berlin for my master's, I was living the problem I was trying to solve. Pakistani international students were also an underrepresented demographic in this research space, so the thesis filled two gaps at once.

Sentiments and thematic analysis

Sentiments and thematic analysis

Design Process

Design Process

Phase 1 — Understanding the problem

Before designing anything I ran a mixed-methods survey across 52 international students, combining structured Likert-scale questions with open-ended prompts analysed in SPSS and NVivo.

52

Survey

respondents

Survey
respondents

Survey
respondents

28/52

Said "my people" was what they missed most

Said "my people" was what they missed most

Said "my people" was
what they missed most

23/52

Wanted digital interaction as support

Wanted digital interaction as support

Wanted digital interaction
as support

The critical design insight: homesickness isn't geographical; it's relational and sensory. The sounds of a street, the visual texture of familiar chaos. That pointed clearly toward immersion rather than information as the right design direction.

Themes & Word Cloud

Phase 2 — Feasibility study

I ran a technical pilot with a single participant to stress-test equipment and session design. The original plan included biometric data via a Samsung Galaxy Watch 6, but the Samsung Health Monitor app was geographically restricted and couldn't be configured in Germany.

I pivoted to carefully structured self-reported Likert questionnaires, kept consistent across both conditions so results would be directly comparable. The pilot also surfaced two practical UX considerations: headset placement affecting hairstyles, and accommodation for glasses wearers, both addressed in participant briefings.

Pilot participant during test run

Phase 3 — Designing the intervention

The content:

The VR experience was shot on an Insta360 ONE R Twin Edition across culturally rich locations in Lahore: the food street, Liberty Roundabout, the NCA courtyard, Old Lahore, and more. 10 clips of 20–30 seconds each were edited in Adobe Premiere Pro into a seamless 4:54 experience, precisely matched in length to the static slideshow for controlled comparison. The slideshow used 98 randomised images of Lahore at 3 seconds each, no audio.

Scenes from the Slideshow experience (2D stills)

Scenes from the Slideshow experience (2D stills)

The study design:

Main user study framework

18 participants, split equally: 9 Pakistani international students and 9 non-Pakistani students from 7 nationalities. Each completed a baseline questionnaire, experienced the slideshow, then the VR, rating emotional connection and UX via UEQ after each.

Participant viewing static image sequence

Participants during Meta Quest 1 experience

2D Depiction of 360° VR Content

results

UX quality — VR won decisively

Across all six UEQ dimensions, VR significantly outperformed the slideshow. Every difference was statistically significant (p<0.05).

DimensionSlideshowVRp-value
Attractiveness
1.57
2.42
0.0033
Perspicuity
1.76
2.33
0.0150
Efficiency
0.90
1.78
0.0018
Dependability
0.79
1.43
0.0270
Stimulation
1.40
2.28
0.0106
Novelty
0.85
1.92
0.0033

Visual comparison of all six UEQ scale means, slideshow vs. VR

Visual comparison of all six UEQ scale means, slideshow vs. VR

Immersiveness and emotional connection

4.17

4.17

Immersiveness
score (out of 5)

4.44

4.44

Transformative
quality (out of 5)

4.0

4.0

Emotional connection to home post-VR

Emotional connection
to home post-VR

Emotional connection post-VR

Immersiveness, transformative property, HS reduction potential

Immersiveness, transformative property, HS reduction potential

The Anemoia finding

Non-Pakistani participants reported strong emotional responses despite having no prior connection to Lahore; a phenomenon one participant named Anemoia: nostalgia for a place you've never been.

"It felt like I was present in the moment, and when I looked at the sky it was as if it's summer time in my hometown."

Non-Pakistani participant, post-VR feedback

"I found it extremely helpful in addressing homesickness, it felt as if I was back in my city and just observing with my own eyes."

Pakistani participant, post-VR feedback

Homesickness levels; a nuanced picture

HS scores rose after VR, but qualitative data tells the real story.

For Pakistani participants, the spike reflected VR's effectiveness at evoking home so powerfully it deepened longing.

For non-Pakistani participants, the increase was reported as a positive feeling. One participant noted the experience "convinced me to buy a ticket home."

VR didn't suppress homesickness, it activated and processed it. That's arguably healthier than numbing it.

Homesickness levels throughout the study

"It made me feel more connected to home. It was nice. I was considering visiting home next month and this VR experience kind of convinced me to visit and get a ticket."

Pakistani participant, post-VR feedback

Limitations and what I'd do differently

A sample of 18 limits generalisability. Self-reporting introduces social desirability bias, the original biometric plan would have complemented it well. Some Pakistani participants from other cities found the Lahore content culturally specific in ways that didn't fully represent their experience, pointing toward modular, personalised content as the right next step.

Future directions: AI-generated personalised VR environments, longitudinal studies on repeated sessions, and partnerships with university international student offices to deploy at scale.

The outcome

I set out to test whether immersion (not just information), could move the emotional needle on homesickness. Across 18 participants and a complete research study, the answer was yes.

VR outperformed a static slideshow on every measurable UX dimension. It created emotional connections across cultural lines. And it surfaced something unexpected: the feeling of belonging to a place may be more universal than we think, and design, done carefully, can temporarily reconstruct it.

Good UX design isn't only about interfaces. Sometimes it's about engineering an emotional state.

Good UX design isn't only about interfaces. Sometimes it's about engineering an emotional state.

Role & tools

Solo researcher and designer; full independence from concept through execution. Supervisors reviewed thesis document only.

FigmaNVivoSPSSGraphPad PrismAdobe Premiere ProMeta Quest 1Insta360 ONE RMixed-methods researchThematic analysisANOVAUEQ