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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-Based
1. 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 extension
3 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
Mobile

VR
1. Devices & Interactions
Tools
Game Engines
2. 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!

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UX for VR ignite talk

  • 2. 1. Devices & Interactions Today we talk about…
  • 3. 1. Devices & Interactions 2. Tools Today we talk about…
  • 4. 1. Devices & Interactions 2. Tools 3. Design Today we talk about…
  • 6. Gaze-Based 1. 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
  • 7. Tracked Controllers • Natural hand extension 3 DoF Google Daydream 6 DoF HTC Vive Oculus Touch 1. Devices & Interactions
  • 8. 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
  • 9. 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
  • 10. What should I pick? High immersion, complex interaction? Jump into a bigger market? Room- Scale
 VR Mobile
 VR 1. Devices & Interactions
  • 11. Tools
  • 12. Game Engines 2. 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
  • 13. 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
  • 15. 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
  • 16. Locomotion • Moving from A to B • Moving on the spot? • Stationary? • Climbing? • Cockpit? 3. Design ✓Use a locomotion system that suits your intended experience
  • 17. Social Design • Digital social experiences • Inspire, cause empathy • Consider social implications • Voice, gestures, visuals, … • Inside & Outside VR 3. Design
  • 18. 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
  • 19. 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
  • 21. @StefanFilff Thanks for listening! Stefan Filff - Interaction Designer @coSpaces_io