UX for VR ignite talk
- 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
- 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
- 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