virtual reality retail experience -...
TRANSCRIPT
Goals
A rethinking of the retail experience that is compatible with all currently available VR headsets and the devices they support.
Create a virtual reality retail experience that is not limited by physical or online retail, promoting and selling a next generation smart phone.
John Rich!VP Future Experience
Jerry Hudson!VP Future Experience
Danny Muller!SR User Experience Architect
Challenge
• Swipe motions feel natural.
• Initial VR experiences will need to consider training the user as habits form over time.
• The technology to recognize a user’s hands exists.
• Users will most likely be sitting during the retail experience.
• What kind of affordances for “selecting” and “moving” can we create for people who aren’t able to use their arms?
User Research
Feedback from users:!• The camera is absolutely important when purchasing a new
phone. !• Want to see how the phone functions with their every day
activities and how it fits into their lives. !• Size was the second most important aspect when deciding on a
device.
User Surveying
Feedback from mobile device salesmen:• Users focus on features first. • Salesmen use specs to compare devices if necessary.
Moxie Feedback + RefinementWe met with Moxie to present our ideas, and used their feedback for a second round of sketching and
refinement.
Currently, the Virtual Reality industry does not have a solution for prototyping that excludes time and money spent on design and development with tools like Unity and Adobe After Effects.
Our team identified this as an opportunity to implement efficiency into the VR design process.
Prototype Challenge