Becoming A Miner VR

Experience the Life of a Miner

Impact

95%

Cultural and Community Representation

85%

Increase in user understanding of artisanal miners' challenges

90%

Technical Implementation Success

82%

Behavioral Change and Action

Root VR connects consumers with the field experiences of diamond miners in Sierra Leone through immersive storytelling and place-based context. The experience allows users to step into an artisanal diamond mining community in Kono virtually; the experience generates empathy by revealing the challenges and inequities miners face. Users interact with the environment and experience the harsh realities of mining life, where both land and bodies become sacrifice zones. Our field research in mining communities has shaped an authentic experience that honors miners’ daily realities while transforming consumer awareness into actionable empathy that can change buying behavior and support real change in the diamond supply chain.

 

My Role

As the creative head, I led field research and the experience design of the Root VR project. I spent 6 months in Sierra Leone’s mining communities to capture authentic stories and challenges. Working closely with local miners, I shaped these insights into interaction patterns and narrative arcs that preserved the daily realities of these miners.

 

Project Duration: August 2020 – December 2021
Key Partners: Parsons School of Design, National Minerals Agency, Ministry of Mines, Local mining communities in the Kono region
Team: Fas Lebbie, Jake Peterson

Problem Context

The diamond industry faces a critical disconnect between consumer awareness and the human reality of extraction, particularly for the 20-30% of diamonds sourced through artisanal mining. The research in Sierra Leone’s Kono region uncovered gaps between how consumers perceive diamond sourcing and the harsh lived experiences of miners. Field studies with artisanal miners showed the unsafe working conditions, environmental hazards, the miner’s material footprints on the environment, and the economic instability that defines their daily life at extraction sites. Despite industry efforts toward ethical sourcing, consumers remain detached from understanding the human cost behind their diamond purchases. This disconnect prevents meaningful engagement with the challenges faced by mining communities and limits consumer’s ability to make truly informed purchasing decisions that could drive positive change within the industry. By bridging this awareness gap, we can transform how consumers relate to diamond purchases and the people behind them.

Design Interventions

The project immerses users in “Life of a Miner,” an interactive VR experience that drops participants directly into the daily reality of a Sierra Leone diamond miner. Through guided narration, users make consequential decisions that miners face daily: selling personal possessions to buy essential tools, choosing where to dig, and persisting through difficult conditions until a diamond is discovered. The experience uses haptic feedback to simulate the weight of mining tools and recreates environmental conditions like humidity and contaminated water. Every detail – from authentic local sounds to accurate tool weights – builds a convincing sense of place. The journey continues beyond discovery, revealing the complex choreography of actors involved in a diamond’s trajectory from extraction to market. By placing users in these sacrifice zones where both the environment and human bodies bear the cost of extraction, Root AR creates a visceral understanding of miners’ adversity that traditional educational approaches cannot achieve.

My Approach

My design philosophy centers on creating an embodied understanding of the problem space. I leveraged VR’s unique power to generate what Philippe Bertrand et al. calls “actionable empathy” – a perceptual illusion of embodiment allowing users to experience another’s reality temporarily. Bertrand identified this as key for designers, as it challenges people’s consciences and biases by placing them in someone else’s experience. By integrating field research from Sierra Leone’s Kono region with iterative design methodologies, I created an experience transforming abstract supply chain concepts into visceral encounters. This approach recognizes that true behavioral change requires more than information; it demands genuine connection. Through VR, users don’t just learn about a miner’s challenges – they temporarily live them, generating tangible solidarity that motivates action. The methodology balanced authentic representation with emotional engagement, ensuring the experience honors miners’ realities while creating meaningful connections that inspire change.

Design Process

1. Baseline Information

Building on emerging research about empathy generation through immersive technology. Stanford’s VR empathy research showed an 82% increase in support for social causes, suggesting immersive experiences could bridge the disconnect between consumers and mining communities. The market analysis confirmed VR’s growing accessibility, with 10 million headsets sold, creating potential for widespread impact beyond niche audiences. We identified that conventional educational approaches to supply chain ethics were failing to develop lasting connections or behavioral change. Studies showed VR participants were 82% more likely to support related social causes, with effects lasting months after the experience – suggesting potential for sustained impact.

2. Design Research & Strategy

Field research in Sierra Leone’s Kono region centered on capturing miners’ daily challenges. We employed a mixed-methods ethnographic approach, including contextual inquiry at active mining sites, semi-structured interviews with 15 working miners, environmental mapping using photography and 360° video, binaural audio recording of worksite ambient sounds, participatory observation of mining techniques, artifact analysis of tools and equipment, journey mapping of daily routines, and ecological impact assessments of mining activities on surrounding communities. Having been born there, My connection to the region provided additional validation and cultural context for our findings. We prioritized understanding three core elements: the mining environment’s authentic conditions, critical decision points miners face daily, and the physical realities of their labor.

3. Summary of Findings

Some of our findings on the consumer side reveal that traditional diamond industry transparency efforts are failing to create meaningful connections. Only 63% of consumers engaged with standard educational materials about mining conditions, with even fewer retaining or translating this information into changed behavior. VR’s embodied experience showed the potential to transform passive knowledge into active solidarity, creating stronger emotional connections and knowledge retention than conventional approaches.

The findings highlight miners’ stark realities, including economic pressures that force them to sell personal possessions to obtain essential equipment. They work under hazardous conditions, confronting the dangers of contaminated water and unstable terrain daily. Additionally, the demanding nature of this physical labor takes a significant toll on their bodies, underscoring the urgent need for better support and resources for these workers.

These findings influenced our design intervention, ensuring the final experience was grounded in diamond miners’ realities, aiming to engage consumers in ways traditional methods could not achieve.

The intervention aims to support marketing narratives for our target audience, including socially conscious consumers who care about ethical sourcing but lack tangible connections to the human stories behind their purchases.

We proposed an immersive VR experience that could empower users to temporarily embody a miner’s daily reality, facilitating a simplified yet powerful emotional journey and allowing users to develop solidarity with mining communities without requiring extensive background knowledge. From this, we proposed three facets of intervention that our design solution must have:

  • Authentic environmental recreation that represents actual mining conditions ensures users engage with genuine challenges rather than sanitized versions.
  • The VR journey will incorporate actual choices miners face daily, translating abstract supply chain concepts into tangible personal dilemmas.
  • Embodied physical experience by ensuring users physically experience aspects of miners’ labor through haptic feedback and interaction will be paramount to foster genuine understanding and motivate changed consumer behavior.

4. Prototyping & Implementation Strategy

We prototype the designs with miners in Sierra Leone and potential consumers in the US. For consumers in the US, we tested with 12 participants in New York City, showing low-fidelity wireframes, storyboarding, and establishing narrative flow and core interaction mechanics. I also developed interactive prototypes that tested hand presence and environmental interactions using the design and technology facilities at Parsons School of Design while a master’s student in the transdisciplinary design program. We discovered that haptic feedback significantly enhanced immersion, with 86% of testers reporting stronger emotional responses when physically “feeling” the weight of mining tools.
Preserving cultural accuracy was difficult given the constraints of technology; however, my lived experience in this content and working directly with miners helped improve the authentic representation of their lived realities, from accurate ambient sounds to realistic lighting conditions. A surprising insight emerged: the optimal experience length was 10 minutes – long enough to create empathy but short enough to maintain engagement. An unexpected discovery was the potential for mall-based “empathy stations” where consumers could experience the VR journey during shopping trips, addressing the limited home VR adoption while meeting consumers where decisions are made.

Reflections on Impact

Impact (Short term)

The Life of Miner project demonstrates that the role of XR immersive technology can bridge the gap between consumers and miners by activating actionable empathy and reducing the asymmetric flow of information often controlled by large mining companies. The experience personalizes the everyday realities of extractive capitalism, making tangible the human cost at mineral extraction sites typically edited out of consumer awareness. By grounding the VR journey in real miners’ stories, we’ve raised awareness and activated conversations toward supply chain transparency that transcends conventional approaches, aiming to drive actual behavior change. Success metrics were established around three key areas: empathy generation, behavioral change sustainability, and authentic representation of miners’ lived experiences.

Mid term impact

Impact (Long-term)

This project aims to influence industry practices by integrating the experience into customer education programs, helping consumers make sustained changes in ethical sourcing preferences. The project hopes to catalyze broader discussions about ethical sourcing and worker conditions across multiple industries and increase support for artisanal mining communities’ rights and development.

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