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The UX of
Virtual Reality
UXPA.2017
Jonathan Ericson, Ph.D.
Assistant Professor
Information Design & Corporate Communication (IDCC)
Bentley University
jericson@bentley.edu
Concepts + Design Principles
•Minimize motion sickness and fatigue factors
•Design for personal, action, and vista space
•Provide appropriate depth cues
•Design for multimodal cue integration
•Avoid unintended visual illusions
•Account for psychological affects of avatars
•Provide appropriate navigation cues
…
… and many more
Based on Van Dam et al. (2000)
Reality
In Real Life (IRL)
Real World (RW)
The Matrix
Perfect Simulation
Based on Van Dam et al. (2000)
2D Graphics
Keyboard + Mouse
WIMPReality
In Real Life (IRL)
Real World (RW)
The Matrix
Perfect Simulation
Based on Van Dam et al. (2000)
2D Graphics
Keyboard + Mouse
WIMPReality
In Real Life (IRL)
Real World (RW)
The Matrix
Perfect Simulation3D Graphics
3D Interaction Devices
Information Overlays
AR/MR
Based on Van Dam et al. (2000)
2D Graphics
Keyboard + Mouse
WIMPReality
In Real Life (IRL)
Real World (RW)
The Matrix
Perfect SimulationImmersion
Presence
VR 2017
3D Graphics
3D Interaction Devices
Information Overlays
AR/MR
Field of View (FOV)
vs.
Field of Regard (FOR)
Concept
200º H
200º H
135º V
120º Binocular
200º H
135º V
100º H
110º V
HTC Vive FOV
Field of Regard
360º
Field of Regard
360º
Field of Regard
360º
Field of Regard
360º
Place things intentionally
within FOV and FOR.
Design Principle
Concept
Sensory conflict
Lee & Aronson (1974)
Warren et al. (2001)
Optic Flow
Lee & Aronson (1974)
Warren et al. (2001)
Lee & Aronson (1974)
Warren et al. (2001)
Lee & Aronson (1974)
Warren et al. (2001)
Vision
“I’m moving!”
Lee & Aronson (1974)
Warren et al. (2001)
Vision
“I’m moving!”
Vestibular
“Still here!”
Lee & Aronson (1974)
Warren et al. (2001)
Vision
“I’m moving!”
Vestibular
“Still here!”
Lee & Aronson (1974)
Warren et al. (2001)
Vision
“I’m moving!”
Vestibular
“Still here!”
Lee & Aronson (1974)
Warren et al. (2001)
Vision
“I’m moving!”
Lee & Aronson (1974)
Warren et al. (2001)
Lee & Aronson (1974)
Warren et al. (2001)
Lee & Aronson (1974)
Warren et al. (2001)
Lee & Aronson (1974)
Warren et al. (2001)
Lee & Aronson (1974)
Warren et al. (2001)
Design Principle
Minimize sensory conflict,
and give the user control.
Immersion
vs.
Presence
Concept
Immersion
Capability of the technology.
Extensive
Slater, Linakis, Usoh, Kooper (1996)
Surrounding Avatar
Immersion
Capability of the technology.
Extensive
Slater, Linakis, Usoh, Kooper (1996)
Surrounding Avatar
Immersion
Capability of the technology.
Extensive
Slater, Linakis, Usoh, Kooper (1996)
Surrounding
etc…
Avatar
Presence
Feeling like you’re “there.”
Design Principle
Avoid breaking immersion.
Trends
http://www.solfar.com/everest-vr/
Game DesignTraditional UX VR
https://github.com/bumptop/BumpTop/wiki
ArchitectureVRTraditional UX
ResourcesFor getting started with VR.
https://vr.google.com/cardboard/
Google Cardboard
http://www.sketchup.com/download
Google SketchUp Unity 3D
http://unity3d.com
Healthcare
Risk-free Training Environments 

Virtual Physiologic Human

Rehabilitation, Pain Management
Creative Interfaces
Integrate Arts + Humanities + Sciences

Mental and Physical Health

Innovative Music Creation Interfaces
Data Visualization
A Whole New Dimension of Data

Geographic Information Systems

Urban Planning + Architecture
Brain-Computer Interfaces
Biofeedback

Mindfulness & Mental Health

Interpersonal Interaction
Multimodal Interaction
Naturalistic Gestural Interaction

Immersive Audio

Haptics
Environmental Design
A Whole New Dimension of Data

Geographic Information Systems

Urban Planning + Architecture
jonathanericson.com
jericson@bentley.edu
@JonEricsonDsign
linkedin.com/in/jonathanericson
Thanks.
Jonathan Ericson, Ph.D.
Assistant Professor, IDCC
Bentley University
175 Forest Street
Waltham, MA 02452

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The UX of Virtual Reality