I found it hard to share ideas for virtual reality, and since no one had put out human interface guidelines I figured I'd get the ball rolling. I made all of the source files open via VRHIG.com
3. Button
Power On
Universal Home
Track pad + cardinal buttons
Trigger pull
Button
Menu / Option
Button
Universal Home
Joy stick + Button
Trigger pull
Button
Button
Though they look different, the experience of the two is close enough that it’s rarely
needed to call out the difference between the 2 (also I couldn't get my hands on the rift controller)
4. Haptic feedback
Not only good for detecting collision, but awesome for giving the user a sense of measured units.
Varying the pulse of the haptics can give the user a sense of distance or speed.
6. HUD Classic
Minimal fixed position near edge of the peripheral view
Currently hard because the devices are designed for eyes forward, outer edges can get blurry
7. Look and Lock
Centering your vision on an object highlights it, holding in place selects.
This hold involves a time delay to confirm user intention.
8. Scaling
Engaging an object with both controllers: The user presses any 2 buttons while
moving the controllers away from each other to scale up, towards each other to scale down.
9. Pick and place
Engaging a UI or object with a single controller and pulling the trigger pick up or select.
11. AR / VR
The use of augmented, projected UI in the near field of vision.
Means for interacting can vary.
Sometextorwhatever.Videowould
benicebutthatsyourcall.
BuySaveSkip
Sometextorwhatever.Videowould
benicebutthatsyourcall.
BuySaveSkip
12. Point and Pallet
Triggered by any input (button/trigger/swipe) UI expands out at 45 degree angle from the
top of the controller and returns to the same location.
TitleItem 1
Item 2
Item 3
Item 4
Item 5
Item 6
13. Pallet UI (progressive)
Triggered by a swipe or click on the thumb track pad, UI expands out (45 degree angle
suggested) from the top of the controller and returns to the same location. Selecting UI
elements maintains the same view while progressing from left to right
Title
1 2
Title
1 2
Title
1 2
14. Pallet UI (box)
List A
Item 2
Item 3
Item 4
Item 5
Item 6
Item 7
Item 8
List A
Item 1
Item 2
Item 3
Item 4
Item 6
Item 7
Item 8
Item 1
Item 5
List A List A List B
Item 2
Item 3
Item 4
Item 5
Item 6
Item 7
Item 8
Item 1
List B
Item 2
Item 3
Item 4
Item 6
Item 7
Item 8
Item 5
Item 1
(vertical scrolling) (horizontal scrolling)
Triggered by a swipe or click on the thumb track pad, UI expands out (45 degree angle
suggested) from the top of the controller and returns to the same location. Swipes along
the track pad or joy stick rotate between menus.
15. Fixed Context UI
A user engages an object, expanding from that object comes a contextual menu.
Title
1
3
2
4
OK
20. Portal Draw
By activating the controller and drawing a loose circle, a portal is created. The user could
choose the destination before or after using pallet of fixed UI.
21. Lofting Movement
Since physical movement is somewhat limited, teleporting is the current method in place.
I hate it. To do this, the user engages a single remote with either the trigger or the thumb
pad, an arched line connecting the remote to a circle on the floor appears.
Tilting the controller up or down controls the distance you move.
Releasing the controller moves you from point A to B.
22. Grappling Movement
Using the controller as a laser pointer the user picks a position, pulling the trigger then
slides the user along the path of the laser.
23. This is just the start!
Links for vectors are at vrhig.com submit your own and I will update
Happy to give credit where its do :)
Brett Red