talkux - ux in vr - unit9

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Laura Creative Strategy (ex UX/UI) @lolaacortes Cyriele UX/UI & IA Designer (ex Developer) @cyro

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Page 1: TalkUX - UX in VR - UNIT9

LauraCreative Strategy

(ex UX/UI)@lolaacortes

CyrieleUX/UI & IA Designer (ex Developer)@cyro

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A Virtual Reality (VR)What does it mean?

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A screen that never ends...

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Experiencing sensations...

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Experiencing things...And places...

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VR ExperiencesWhat types of experiences can we do?

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1. Hyper-immersive emotional

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Hyper-immersive emotional

5Gum Erlebe

Multi-sensory virtual reality installation that lets you fly through

virtual worlds and shoot thunderbolts from your fingertips.

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1. hyper-immersive emotional

2. pov-documentary live action

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Pov-educational live action

British Columbia

A journey through the breath taking natural beauty of British Columbia in

high definition 360º virtual reality video.

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1. Hyper-immersive emotional

2. Pov-documentary live action

3. Games

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Game

BlazeRush

BlazeRush is an arcade style racing survival game in the same vain as the

Micro Machines racing franchise.

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VR TechWhat’s possible?

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Oculus Rift Google CardboardSamsung Gear VR

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Haptic Feedback

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Haptic Feedback TechnologyResearch and installation level

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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

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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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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

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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

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Do’s / Don’ts

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What Next? Where are we heading?

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A screen that never ends...

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Passive > Interactive

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Virtual & Augmented

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A screen that never ends...

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Two types of usersCreative + UX + Tech

Gamified, Emotional, Educational?Passive or active?

What tools?

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We can’t expect people to know what to do and where to go.

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1. Slow and progressive familiarization

2. Visual clues

3. Guidance and help

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A screen that never ends...

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Right now, we can’t really control it

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HTC Valve New Headset

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Heartbeat Gaze Geolocation

Brain activityPerspirationHead motion

A computer to read and interact with the human interface

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Identify the new grammar

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Thank you!

CyrieleUX and IA at UNIT9@cyro

LauraCreative Strategy at UNIT9

@lolaacortes

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Appendix

VR Work References

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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

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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.

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YOUTUBE VIDEO: 01:10

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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

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YOUTUBE VIDEO: 01:10

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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

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The WizDish!

The WizDish! Kinect Tracking

Oculus POV - DK2

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YOUTUBE VIDEO: 01:20

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