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UI for VR Fundamentals


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VR (Virtual Reality) is the new kid on the block and it has tremendous potential to change how we interact with everything in our day to day lives. We are all familiar with devices like Oculus, Google Daydream, Samsung Gear and so on. But building apps for these devices is a different ball game, starting with how we reimagine the UX for VR apps.

"UI for VR Fundamentals" provides a quick premier on how you can approach the UI for VR when considering to build VR apps. We cover range of topics from "Field of View", Ergonomics, Vergence to "DIMMS (Distance Independent Milimeter)"

If you wish to talk to our experts or have any queries, feel free to reach out to us at

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UI for VR Fundamentals

  1. 1. Why am I interested in UI for VR? World Building vs 2D Screens Industrial Design, Interior Design, Wayfinding Design Experimental Stages - No Permanent Best Practices - 
 System maturity might take about 15 years
  2. 2. Why VR Apps? The buzzwords: Immersion & Presence VR for Daily / Productive Applications 360 Viewing Angle, Z-depth, Environment Customization
  3. 3. What the hell is VR anyway? 1st Step to Defining the Problem Research Methods Historical Context Current State of VR How does it work?

  4. 4. VR UI Research Methods Traditional methods of learning is currently ineffective Videos from community contributors Follow blogs articles and news on VR Videos and documentation from conferences
  5. 5. The Evolution of VR VR before GUI Resolution & Latency Moore’s Law Miniaturized accelerometers & gyros
  6. 6. Field of View HTC Vive: 100 Horizontal Degrees Human: 114 Horizontal Current State of VR
  7. 7. Ergonomics
  8. 8. Resolution Current Pixels/Degree: 10 Current State of VR Desired Pixels/Degree: 60
  9. 9. Latency Minimal: 60Hz or 20ms Current: 75Hz or 14ms Desired: 1-2ms Current State of VR
  10. 10. The Industry Fragmented Roadmap Private Sector Control Current State of VR
  11. 11. Input Devices Basic: Game Controller Current: Wands Desired: Hands Current State of VR
  12. 12. Text Input
  13. 13. How Eyes See Things How does it work?
  14. 14. Vergence (Pupil Tracking)
  15. 15. Vergence (Pupil Tracking)
  16. 16. Vergence (Pupil Tracking)
  17. 17. Vergence (Pupil Tracking)
  18. 18. Accommodation (Focus)
  19. 19. Accommodation (Focus)
  20. 20. Accommodation (Focus)
  21. 21. How VR Fakes Vergence
  22. 22. How VR Fakes Vergence
  23. 23. How current VR can’t fake focus.
  24. 24. How current VR can’t fake focus.
  25. 25. Best Practices Use long viewing distances when possible Match simulated distance in display and focal distance as much as possible. Don’t move objects to fast in and out of depth Maximize realism other sensory cues, (e.g. realistic blurs) Reduce the number of conflicst, dont have lots of different objects are different depths Dealing with Vergence Accommodation Conflict
  26. 26. One Possible Near Term Solution
  27. 27. How current VR can’t fake focus.
  28. 28. How current VR can’t fake focus.
  29. 29. The Race Towards Lightfield VR
  30. 30. DIMMS Distance Independent Milimeter
  31. 31. Software Skills Required for VR UI Sketch / Adobe Illustrator / Adobe Experience Design Basic to Advanced knowledge of Unity Depends on what you’re doing: 3D Modeling Software