Visual engagement and comfort perceptions in pediatric patient rooms: A virtual reality and eye-tracking study using photographic stimuli

Addressing the underexplored area of direct child and parent engagement in pediatric healthcare design, this study utilizes Virtual Reality (VR) and eye-tracking technologies to evaluate their perceptions of patient room designs from thirty-two 2D photographic stimuli of pediatric acute care patient rooms. Engaging 44 participants—23 children categorized into age groups of 8-11 and 12-17, along with 21 parents— in a within-subjects design, this research adopts a mixed-methods approach, integrating quantitative eye-tracking data with qualitative feedback. This methodology explores the relationships among comfort, care, and likeability—the primary constructs—and how various design elements impact these perceptions. Findings reveal that younger children are drawn to vibrant, interactive features that provide comfort through familiarity and distraction, while older children and parents prefer elements that promote autonomy and support family involvement, respectively. Features like window views and personal items were found to significantly influence perceptions of comfort and care across all age groups. These insights suggest potential design interventions to improve therapeutic environments, supporting a patient-centered approach in healthcare settings. The study underscores the value of using VR and eye-tracking to capture detailed feedback in real-time, providing evidence-based recommendations for future healthcare facility design to better meet the diverse needs of pediatric patients and their families, thus potentially enhancing overall patient well-being. This approach advocates for more inclusive and participatory design processes in healthcare architecture. • Used VR and eye-tracking with 32 photos of pediatric patient rooms to study room design impact on 23 children and 21 parents. • Highlighted the importance of interactive and vibrant design elements in enhancing comfort for younger children (8-11 years). • Older children (12-17 years) favor features promoting autonomy and parents prioritize functionality and family involvement. • Comprehensive analysis shows window views and personal items significantly influence patient care perceptions. • Evidence for age-tailored design and designing environments that enhance emotional well-being across pediatric age groups.

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Publication Details

Journal
Computers in Human Behavior Reports
Published
2025-03-01
DOI
https://doi.org/10.1016/j.chbr.2025.100636
Citations
1
Primary Topic
Urban Green Space and Health
Type
article
Field-Weighted Citation Impact
1.20
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article

Visual engagement and comfort perceptions in pediatric patient rooms: A virtual reality and eye-tracking study using photographic stimuli

Luisa Caldas, Haripriya Sathyanarayanan, Coye Cheshire, Yixiang Jiang
1 citations
Computers in Human Behavior Reports
Urban Green Space and Health
1.20
article

Visual engagement and comfort perceptions in pediatric patient rooms: A virtual reality and eye-tracking study using photographic stimuli

Luisa Caldas, Haripriya Sathyanarayanan, Coye Cheshire, Yixiang Jiang
article en
1 citations

Abstract

Addressing the underexplored area of direct child and parent engagement in pediatric healthcare design, this study utilizes Virtual Reality (VR) and eye-tracking technologies to evaluate their perceptions of patient room designs from thirty-two 2D photographic stimuli of pediatric acute care patient rooms. Engaging 44 participants—23 children categorized into age groups of 8-11 and 12-17, along with 21 parents— in a within-subjects design, this research adopts a mixed-methods approach, integrating quantitative eye-tracking data with qualitative feedback. This methodology explores the relationships among comfort, care, and likeability—the primary constructs—and how various design elements impact these perceptions. Findings reveal that younger children are drawn to vibrant, interactive features that provide comfort through familiarity and distraction, while older children and parents prefer elements that promote autonomy and support family involvement, respectively. Features like window views and personal items were found to significantly influence perceptions of comfort and care across all age groups. These insights suggest potential design interventions to improve therapeutic environments, supporting a patient-centered approach in healthcare settings. The study underscores the value of using VR and eye-tracking to capture detailed feedback in real-time, providing evidence-based recommendations for future healthcare facility design to better meet the diverse needs of pediatric patients and their families, thus potentially enhancing overall patient well-being. This approach advocates for more inclusive and participatory design processes in healthcare architecture. • Used VR and eye-tracking with 32 photos of pediatric patient rooms to study room design impact on 23 children and 21 parents. • Highlighted the importance of interactive and vibrant design elements in enhancing comfort for younger children (8-11 years). • Older children (12-17 years) favor features promoting autonomy and parents prioritize functionality and family involvement. • Comprehensive analysis shows window views and personal items significantly influence patient care perceptions. • Evidence for age-tailored design and designing environments that enhance emotional well-being across pediatric age groups.

Computers in Human Behavior ReportsVol. 18
Lawrence Berkeley National Laboratory (US), Clemson University (US), University of California, Berkeley (US)
Gender equality
Openalex Percentile: Top 25%
Urban Green Space and Health
1.20
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