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TalkUX - UX in VR - UNIT9

  1. Laura Creative Strategy (ex UX/UI) @lolaacortes Cyriele UX/UI & IA Designer (ex Developer) @cyro
  2. A Virtual Reality (VR) What does it mean?
  3. A screen that never ends...
  4. Experiencing sensations...
  5. Experiencing things...And places...
  6. VR Experiences What types of experiences can we do?
  7. 1. Hyper-immersive emotional
  8. Hyper-immersive emotional 5Gum Erlebe Multi-sensory virtual reality installation that lets you fly through virtual worlds and shoot thunderbolts from your fingertips.
  9. 1. hyper-immersive emotional 2. pov-documentary live action
  10. Pov-educational live action British Columbia A journey through the breath taking natural beauty of British Columbia in high definition 360º virtual reality video.
  11. 1. Hyper-immersive emotional 2. Pov-documentary live action 3. Games
  12. Game BlazeRush BlazeRush is an arcade style racing survival game in the same vain as the Micro Machines racing franchise.
  13. VR Tech What’s possible?
  14. Oculus Rift Google CardboardSamsung Gear VR
  15. Haptic Feedback
  16. Haptic Feedback Technology Research and installation level
  17. Short visual spectacles like a visit to Iceland or a song from a Paul McCartney concert. Matthew Schnipper at Passive Experiences difficult to monetize
  18. How to design for VR tools Our Findings
  19. Game Design Learnings Navigate within immaterial displays
  20. Reference: Sound Design
  21. Reference: audio-3dio-binaural-immersive-vr-sound-times-square-new- york Binaural Sound Binaural sound makes the experience much more immersive and can even sometimes replace some level of tactile feedback.
  22. VR Learnings (Game Design) 360 environment and no markers
  23. UI The UI should be displayed directly in the 3D environment versus on a 2D Layer on top. Elements should also scale and move depending on head positioning. Draw indicators should be placed at the same depth than the object they’re targeting. Different than Game Design
  24. Avatars They have pros and cons. They increase immersion but can be weird or disappointing if the avatar doesn’t follow the user’s body movement or doesn’t look realistic. Different than Game Design
  25. Controllers With a headset on, you can’t see what’s in your hands. Input devices have to be suitable for a “blind mode” use. Different than Game Design
  26. Content Users are able to look all around at any time, which is a big change from a desktop/mobile screen. Different than Game Design
  27. Real World Learnings 360 environment and no markers
  28. Animation Immersion can be quickly broken if animations and transitions are not done in a progressive way. Use fading to black before the tracking is lost. Use Real Life as reference
  29. Latency Latency is a big issue so the world needs to move immediately and exactly as the same time as the user’s head movements. If not we cause simulator sickness. Use Real Life as reference
  30. Movement Accelerations, zooms, shaking, jerking… everything has to be controlled by the user. Use Real Life as reference
  31. Test “As a developer, you’re the worst test subject” And finally
  32. Do’s / Don’ts
  33. What Next? Where are we heading?
  34. A screen that never ends... Passive > Interactive
  35. Virtual & Augmented
  36. A screen that never ends...
  37. Two types of users Creative + UX + Tech Gamified, Emotional, Educational? Passive or active? What tools?
  38. We can’t expect people to know what to do and where to go.
  39. 1. Slow and progressive familiarization 2. Visual clues 3. Guidance and help
  40. A screen that never ends...Right now, we can’t really control it
  41. HTC Valve New Headset
  42. Heartbeat Gaze Geolocation Brain activityPerspirationHead motion A computer to read and interact with the human interface
  43. Identify the new grammar
  44. Thank you! Cyriele UX and IA at UNIT9 @cyro Laura Creative Strategy at UNIT9 @lolaacortes
  45. Appendix VR Work References
  46. ERLEBE 5GUM combines Oculus Rift + Kinect camera + Live 3D visuals + Bespoke sound design + Scented air + A Harness + A Shipping container to create a sensory overload that culminates in letting users experience the sensation of flight. TARGET MARKET: GERMANY | TECHNOLOGY: OCULUS & KINECT INSTALLATION
  47. Visitors are loaded into a specially built harness inside a customized shipping container. Users touch, smell, see, and hear their way through futuristic, abstract, and atmospheric worlds. Each of the worlds are based on one of 5Gum’s flavours - Peppermint, Orange, Citrus, and Berry - exploring and interacting with frozen, volcanic, lava, and electric landscapes.
  48. YOUTUBE VIDEO: 01:10
  49. WEAR THE ROSE is the world’s first immersive 360º live action gaming experience created using Oculus Rift technology, designed by UNIT9 Films. It allows fans to train with the England team, participating in genuine drills directed by England Attacking Skills Coach Mike Catt. TARGET MARKET: UNITED KINGDOM | TECHNOLOGY: VIRTUAL REALITY 3D LIVE ACTION
  50. YOUTUBE VIDEO: 01:10
  51. CHASE THE THRILL is a new virtual reality experience powered by Oculus Rift, gives users the opportunity to become a rollerblading android in a Blade Runner-esque simulated city. TARGET MARKET: FRANCE | TECHNOLOGY: UNITY 3D VIRTUAL REALITY EXPERIENCE
  52. The WizDish! The WizDish!Kinect Tracking Oculus POV - DK2
  53. YOUTUBE VIDEO: 01:20