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UX for VR ignite talk

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VR is currently a hot topic, but how can we design for this new medium? What are the requirements, possibilities and challenges for designers when it comes to create interaction concepts and digital products for the virtual reality? Stefan Filff, Interaction Designer VR for CoSpaces (www.cospaces.io) will tell you more about it.

Talk was held 24th of January 2017 @ Munich UX Meetup

Published in: Design
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UX for VR ignite talk

  1. 1. About me
  2. 2. 1. Devices & Interactions Today we talk about…
  3. 3. 1. Devices & Interactions 2. Tools Today we talk about…
  4. 4. 1. Devices & Interactions 2. Tools 3. Design Today we talk about…
  5. 5. Devices & Interactions
  6. 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. 7. Tracked Controllers • Natural hand extension 3 DoF Google Daydream 6 DoF HTC Vive Oculus Touch 1. Devices & Interactions
  8. 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. 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. 10. What should I pick? High immersion, complex interaction? Jump into a bigger market? Room- Scale
 VR Mobile
 VR 1. Devices & Interactions
  11. 11. Tools
  12. 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. 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
  14. 14. Design
  15. 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. 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. 17. Social Design • Digital social experiences • Inspire, cause empathy • Consider social implications • Voice, gestures, visuals, … • Inside & Outside VR 3. Design
  18. 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. 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
  20. 20. Further Reading www.uxofvr.com
  21. 21. @StefanFilff Thanks for listening! Stefan Filff - Interaction Designer @coSpaces_io
  22. 22. delightex.com/#join-us Interest? Join us!

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