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Game Director / User Experience Designer / Technical Architect
VR is coming sooner than you think!!
We already have crossed the line
In 2016 there will be 5 consumer
VR platforms on the market
Consumer VR Hardware 2016!!!!
What works well in VR?
VR / AR Convergence
What's Changed? Why now?
Tools
What works in VR?
Presence
The single most important thing in every VR
experience
Sight, look around you,
visual exploration
Users should need and want to look
around in the world
Closer items have more impact
There are many ways to use that impact
Many layers of depth can add to presence
What does not work in VR?
Don’t mess with the
inner ear
When our senses
dedicated to
presence disagree
the body responds
by attempting to
remove any...
If you do break the rules, break them wisely
Alternate Approaches
Plan for a range of input possibilities
So many options...
Mapping user intent
Give the user a way to project their intentions
How do we express and interact
in the real world
Gaze based interactions
Show user focus
Mapping user intent by
only show what’s right
Tomato Presence!
our focus become what we interact with
It’s even more important in social
experiences
What about user interfaces?
You need find somewhere to put it
Hint ( not your face )
Here is a lesson I learned
the hard way
Dealing with depth can be tough
Really tough
It needs to be contextual
Simplifying interactions
Gestures usually suck
Computers look for single conditions
Users explore what’s possible
Needs to be obvious & reliable
Focus on user intent via
oversimplification & automation
Design for the hardware
UI can reinforce the behavior
My advice
Test, Fail, Rebuild, Improve, Learn
HOW TO CONNEC WITH
ARTIST,DESIGNERS & DEVS
IN TORONTO?
TorontoVR is a monthly event for the VR
community in Toronto where we can share,
discuss, connect and explore the potentia...
RSVP for the next event @
http://www.meetup.com/TorontoVR/
Thanks For Coming Out!
Questions?
Future vr input & ux solutions
Future vr input & ux solutions
Future vr input & ux solutions
Future vr input & ux solutions
Future vr input & ux solutions
Future vr input & ux solutions
Future vr input & ux solutions
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Future vr input & ux solutions

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2016 is the year that virtual reality hits the consumer market with at least five major VR platforms coming from heavyweights such as Google, Sony, Oculus, Samsung and Valve. These platforms offer different solutions to the problem of input in VR including everything from position tracking controllers to single button input schemes. Learn how to design compelling UX that is intuitive, what concepts translate across each platform, as well as a few things to avoid along the way.

Published in: Design

Future vr input & ux solutions

  1. 1. Game Director / User Experience Designer / Technical Architect
  2. 2. VR is coming sooner than you think!!
  3. 3. We already have crossed the line
  4. 4. In 2016 there will be 5 consumer VR platforms on the market
  5. 5. Consumer VR Hardware 2016!!!!
  6. 6. What works well in VR?
  7. 7. VR / AR Convergence
  8. 8. What's Changed? Why now?
  9. 9. Tools
  10. 10. What works in VR?
  11. 11. Presence The single most important thing in every VR experience
  12. 12. Sight, look around you, visual exploration
  13. 13. Users should need and want to look around in the world
  14. 14. Closer items have more impact
  15. 15. There are many ways to use that impact
  16. 16. Many layers of depth can add to presence
  17. 17. What does not work in VR?
  18. 18. Don’t mess with the inner ear When our senses dedicated to presence disagree the body responds by attempting to remove any potential toxins we me may have swallowed
  19. 19. If you do break the rules, break them wisely
  20. 20. Alternate Approaches
  21. 21. Plan for a range of input possibilities
  22. 22. So many options...
  23. 23. Mapping user intent
  24. 24. Give the user a way to project their intentions
  25. 25. How do we express and interact in the real world
  26. 26. Gaze based interactions
  27. 27. Show user focus
  28. 28. Mapping user intent by only show what’s right
  29. 29. Tomato Presence! our focus become what we interact with
  30. 30. It’s even more important in social experiences
  31. 31. What about user interfaces?
  32. 32. You need find somewhere to put it Hint ( not your face )
  33. 33. Here is a lesson I learned the hard way
  34. 34. Dealing with depth can be tough
  35. 35. Really tough
  36. 36. It needs to be contextual
  37. 37. Simplifying interactions
  38. 38. Gestures usually suck
  39. 39. Computers look for single conditions Users explore what’s possible
  40. 40. Needs to be obvious & reliable
  41. 41. Focus on user intent via oversimplification & automation
  42. 42. Design for the hardware
  43. 43. UI can reinforce the behavior
  44. 44. My advice
  45. 45. Test, Fail, Rebuild, Improve, Learn
  46. 46. HOW TO CONNEC WITH ARTIST,DESIGNERS & DEVS IN TORONTO?
  47. 47. TorontoVR is a monthly event for the VR community in Toronto where we can share, discuss, connect and explore the potential of Virtual Reality!
  48. 48. RSVP for the next event @ http://www.meetup.com/TorontoVR/
  49. 49. Thanks For Coming Out! Questions?

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