talkux - ux in vr - unit9
TRANSCRIPT
LauraCreative Strategy
(ex UX/UI)@lolaacortes
CyrieleUX/UI & IA Designer (ex Developer)@cyro
A Virtual Reality (VR)What does it mean?
A screen that never ends...
Experiencing sensations...
Experiencing things...And places...
VR ExperiencesWhat types of experiences can we do?
1. Hyper-immersive emotional
Hyper-immersive emotional
5Gum Erlebe
Multi-sensory virtual reality installation that lets you fly through
virtual worlds and shoot thunderbolts from your fingertips.
1. hyper-immersive emotional
2. pov-documentary live action
Pov-educational live action
British Columbia
A journey through the breath taking natural beauty of British Columbia in
high definition 360º virtual reality video.
1. Hyper-immersive emotional
2. Pov-documentary live action
3. Games
Game
BlazeRush
BlazeRush is an arcade style racing survival game in the same vain as the
Micro Machines racing franchise.
VR TechWhat’s possible?
Oculus Rift Google CardboardSamsung Gear VR
Haptic Feedback
Haptic Feedback TechnologyResearch and installation level
Short visual spectacles like a visit to Iceland or a song from a Paul McCartney concert.Matthew Schnipper
at theverge.com/a/virtual-reality
Passive Experiences difficult to monetize
How to design for VR tools
Our Findings
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Game Design Learnings
Navigate within immaterial displays
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Reference: https://www.youtube.com/watch?v=W_Ex8oApXyw
Sound Design
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Reference: http://www.theverge.com/2015/2/12/8021733/3d-audio-3dio-binaural-immersive-vr-sound-times-square-new-york
Binaural SoundBinaural sound makes the experience much more immersive and can even
sometimes replace some level of tactile feedback.
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VR Learnings (Game Design)
360 environment and no markers
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UIThe UI should be displayed directly in the 3D environment versus on a 2D Layer on
top.
Elements should also scale and move depending on head positioning.
Draw indicators should be placed at the same depth than the object they’re
targeting.
Different than Game Design
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AvatarsThey have pros and cons. They
increase immersion but can be weird or disappointing if the avatar doesn’t
follow the user’s body movement or doesn’t look realistic.
Different than Game Design
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ControllersWith a headset on, you can’t see
what’s in your hands.Input devices have to be suitable for
a “blind mode” use.
Different than Game Design
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ContentUsers are able to look all around at any
time, which is a big change from a desktop/mobile screen.
Different than Game Design
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Real World Learnings360 environment and no markers
AnimationImmersion can be quickly broken if animations and transitions are not
done in a progressive way.Use fading to black before the
tracking is lost.
Use Real Life as reference
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LatencyLatency is a big issue so the world needs to move immediately and
exactly as the same time as the user’s head movements.
If not we cause simulator sickness.
Use Real Life as reference
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MovementAccelerations, zooms, shaking, jerking… everything has to be
controlled by the user.
Use Real Life as reference
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Test“As a developer, you’re the worst test subject”
And finally
Do’s / Don’ts
What Next? Where are we heading?
A screen that never ends...
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Passive > Interactive
Virtual & Augmented
A screen that never ends...
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Two types of usersCreative + UX + Tech
Gamified, Emotional, Educational?Passive or active?
What tools?
We can’t expect people to know what to do and where to go.
1. Slow and progressive familiarization
2. Visual clues
3. Guidance and help
A screen that never ends...
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Right now, we can’t really control it
HTC Valve New Headset
Heartbeat Gaze Geolocation
Brain activityPerspirationHead motion
A computer to read and interact with the human interface
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Identify the new grammar
Thank you!
CyrieleUX and IA at UNIT9@cyro
LauraCreative Strategy at UNIT9
@lolaacortes
Appendix
VR Work References
ERLEBE 5GUM combines Oculus Rift + Kinect camera + Live 3D visuals + Bespoke sound design + Scented air + A Harness + A Shipping container to create a sensory overload that culminates in letting users experience the sensation of flight.
http://www.unit9.com/project/5gum
TARGET MARKET: GERMANY | TECHNOLOGY: OCULUS & KINECT INSTALLATION
Visitors are loaded into a specially built harness inside a customized shipping container. Users touch, smell, see, and hear their way through futuristic, abstract, and atmospheric worlds. Each of the worlds are based on one of 5Gum’s flavours - Peppermint, Orange, Citrus, and Berry - exploring and interacting with frozen, volcanic, lava, and electric landscapes.
YOUTUBE VIDEO: 01:10
WEAR THE ROSE is the world’s first immersive 360º live action gaming experience created using Oculus Rift technology, designed by UNIT9 Films. It allows fans to train with the England team, participating in genuine drills directed by England Attacking Skills Coach Mike Catt.
http://www.unit9.com/project/wear-the-rose
TARGET MARKET: UNITED KINGDOM | TECHNOLOGY: VIRTUAL REALITY 3D LIVE ACTION
YOUTUBE VIDEO: 01:10
CHASE THE THRILL is a new virtual reality experience powered by Oculus Rift, gives users the opportunity to become a rollerblading android in a Blade Runner-esque simulated city.
http://www.unit9.com/project/nissan-juke-chase-the-thrill
TARGET MARKET: FRANCE | TECHNOLOGY: UNITY 3D VIRTUAL REALITY EXPERIENCE
The WizDish!
The WizDish! Kinect Tracking
Oculus POV - DK2
YOUTUBE VIDEO: 01:20