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Stephan Tanguay - Virtual Intent - User Experience Design In VR / AR

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Stephan Tanguay walks you through the landscape of Virtual Reality and Augmented Reality and the design language that they share. Discover what design elements in VR can be used to create compelling user experience and what elements cause discomfort. These elements can help you create immersive virtual reality and augmented reality experiences.

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Stephan Tanguay - Virtual Intent - User Experience Design In VR / AR

  1. 1. Director of Gaming & Technology / Game Designer / Technical Artist / User Experience Designer STEPHAN TANGUAY SuperPolygon.com Virtual IntentUser Experience Design Elements in VR / AR
  2. 2. Let’s Talk About Virtual Reality
  3. 3. In the beginning ➔ Poor response time to movement ➔ Limited FOV ➔ Low resolution ➔ Causes motion sickness
  4. 4. Crossing the Rift ➔ 60ms or better movement to display response ➔ 90 - 110 or better FOV ➔ Lightweight ( less than 500g ) ➔ Consumer price points
  5. 5. In 2016 there will be 5 consumer VR platforms on the market
  6. 6. Consumer VR Hardware 2016!!!!
  7. 7. title
  8. 8. Augmented Reality
  9. 9. Current Augmented Reality Uses ➔ Image targets / simply gyroscope / predetermined context ➔ Limited applications ➔ Often novelty based
  10. 10. Future Challenges
  11. 11. Early Days - Google Glass ➔ Monoscopic ➔ Limited FOV ➔ No direct connection user environment ➔ Really a just smart phone for your face
  12. 12. Early Days- Meta Pro ➔ 3D graphics projected into the user's environment with 3D gesture support ➔ Limited resolution 720p & FOV ➔ Requires PC
  13. 13. Recent Attempt - HoloLens ➔ Limited FOV ➔ Expensive ➔ Still a dev kit and not suited for everyday use
  14. 14. Loads of potential but still a work in progress
  15. 15. Augmented Reality -- Virtual Reality Context
  16. 16. VR / AR Convergence
  17. 17. Design in Virtual Space
  18. 18. Presence The single most important thing in every VR experience
  19. 19. Closer items have more impact
  20. 20. Depth is a powerful tool
  21. 21. Users should need and want to look around in the world… They may not do it naturally
  22. 22. Designing above the fold in virtual space
  23. 23. Design for the user’s field of view
  24. 24. Design for the user’s field of view
  25. 25. Combine Proximity and FOV
  26. 26. Similar to designing a workspace in the real world
  27. 27. Elite dangerous really nails this ➔ Content view separated by depth ➔ Contextual content on the near peripheral view ➔ 3D and depth based design elements
  28. 28. User’s need a way to project their intentions
  29. 29. Plan for a range of input possibilities
  30. 30. So many options...
  31. 31. Gaze based interactions ➔ Works on every device ➔ Simple to implement ➔ Sometimes causes unwanted interactions
  32. 32. Can be combined with Touch pad or Game Pad Input
  33. 33. Once again Elite Dangerous nails it
  34. 34. Gamepads obviously can be used For traditional game input as well
  35. 35. Pointer based interactions on devices with Position tracked controls like the VIVE
  36. 36. Pointer based controls are often used to teleport to a point or interact with objects
  37. 37. Virtual Touch
  38. 38. Haptic Feedback
  39. 39. Mimic Physical interactions
  40. 40. Computers look for single conditions Users explore what’s possible
  41. 41. Simplify gestures and interactions They need to be reliable
  42. 42. Only show what’s right Be accurate but abstract
  43. 43. Tomato Presence! our focus become what we interact with
  44. 44. Abstract representation of the user is even more important in social experiences
  45. 45. Sound is also a critical part of the 3D virtual world
  46. 46. And don’t forget about lighting, mood and theatrics
  47. 47. What does not work in VR?
  48. 48. Avoid velocity not based in the real world
  49. 49. 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
  50. 50. My advice
  51. 51. Build, Test, Build, Test…..
  52. 52. HOW TO CONNEC WITH ARTIST,DESIGNERS & DEVS IN TORONTO?
  53. 53. TorontoVR is a monthly event for the VR community in Toronto where we can share, discuss, connect and explore the potential of Virtual Reality!
  54. 54. RSVP for the next event @ http://www.meetup.com/TorontoVR/
  55. 55. Thanks For Coming Out! Questions?
  • PaulKouppas1

    Sep. 15, 2018
  • xoxpirit

    Sep. 13, 2016

Stephan Tanguay walks you through the landscape of Virtual Reality and Augmented Reality and the design language that they share. Discover what design elements in VR can be used to create compelling user experience and what elements cause discomfort. These elements can help you create immersive virtual reality and augmented reality experiences.

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