ux for vr ignite talk

22
About me

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About me

1. Devices & Interactions

Today we talk about…

1. Devices & Interactions

2. Tools

Today we talk about…

1. Devices & Interactions

2. Tools

3. Design

Today we talk about…

Devices & Interactions

Gaze-Based1. Devices & Interactions

• Look to select

• Press button to interact

• Still common in mobile VR

✓ Simple Input

✓ Limited (solutions stay within scope)

✖ Limited! (a lot of creative sacrifices)

✖ Sense of presence not as achievable

Tracked Controllers

• Natural hand extension3 DoF

Google Daydream

6 DoF

HTC Vive

Oculus Touch

1. Devices & Interactions

Tracked Controllers

• Natural hand extension

• Gestures possible

• Tactile element

✓ Little to no learning curve

✓ High player immersion / presence

✖ Positional tracking still costly (for now)

✖ Project scope ramps up quickly

1. Devices & Interactions

Excessive platform diversity

• Platform & feature competition

• VR gloves, shoes, treadmills, body armour, exoskeletons, …

✓ Quickly emerging VR innovations

✓ Unique UX frontier

✖ Over-saturation of VR devices/extras

✖ Standardisation becomes an issue

✖ Who is my audience?

1. Devices & Interactions

What should I pick?

High immersion, complex interaction? Jump into a bigger market?

Room-Scale VR

MobileVR

1. Devices & Interactions

Tools

Game Engines2. Tools

✓ Out-of-the-box solutions

✓ Friendly, helpful GameDev community

✓ Short iteration cycles

✖ Requires experts for complex content

✖ Translating UX from paper to engine is difficult

User-generated VR content

• Easy to grasp, powerful tools

• No coding required to get started

• Fast track introduction to VR

✓ Teach curious minds to

-Script

-Create 3D content

✓ Provide platform for creative expression

2. Tools

Design

Transition from 2D to 3D 3. Design

• Input = reticule or pointer

• 2D interface elements in 3D

• Trend to make it more physical

• Affordances

✓Adapt UI to the complexity of interactions

Locomotion

• Moving from A to B

• Moving on the spot?

• Stationary?

• Climbing?

• Cockpit?

3. Design

✓Use a locomotion system that suits your intended experience

Social Design

• Digital social experiences

• Inspire, cause empathy

• Consider social implications

• Voice, gestures, visuals, …

• Inside & Outside VR

3. Design

Social Design

• Digital social experiences

• Inspire, cause empathy

• Consider social implications

• Voice, gestures, visuals, …

• Inside & Outside VR

✓Social Design was neglected. Embrace it!

3. Design

Responsibility

• You can be the pioneers of VR

• First impression counts

• Cyber/VR Sickness

✓Be ready to kill your darlings in favour of user comfort

3. Design

Further Reading www.uxofvr.com

@StefanFilff

Thanks for listening!

Stefan Filff - Interaction Designer @coSpaces_io

delightex.com/#join-us

Interest? Join us!