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UX STRAT Europe 2019: John Schrag

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UX STRAT Europe 2019: John Schrag

  1. 1. © 2019 Autodesk John Schrag Director of Experience Design Entertainment Creation Products Autodesk UX Strat 2019 VR: What is it good for?
  2. 2. John Schrag Director of Experience Design at Autodesk Based in Toronto, Canada Dabbles in VR Strategy Also, wrestles tiny alligators
  3. 3. Virtual Reality is a set of interface technologies designed to make the user feel “present” in a new environment or experience, rather than feeling like an outside observer. What is Virtual Reality?
  4. 4. So what?
  5. 5. Du bör inte VR på problemet - Ancient Swedish Proverb
  6. 6. o VR engages the brain in a deeper way than “regular” computer screen/mouse/gamepad interaction does. Here’s the “so what”
  7. 7. 04 / 20 https://youtu.be/WETwwKbleks
  8. 8. Image: Wikimedia Commons, from Ranveig Thattai The hippocampus
  9. 9. From "Intracellular dynamics of hippocampal place cells during virtual navigation." By Christopher D. Harvey, Forrest Collman, Daniel A. Dombeck & David W. Tank. Nature, Vol. 461 No. 7266, October 14, 2009.
  10. 10. § VR engages the brain in a deeper way than computer screen interaction does. § Your brain encodes VR experiences as “I was there”, not “I saw that” The Brain Science behind VR
  11. 11. § VR engages the brain in a deeper way than computer screen interaction does. § Your brain encodes VR experiences as “I was there”, not “I saw that” § It’s hard to understand until you try it yourself. The Brain Science behind VR
  12. 12. § Immersion § Interaction § Consistency of action / perception § Emotional engagement § Belief * What makes you feel “present” in VR? The Five Pillars of Presence – Patrice Bouvier – Presence 2008 Conference, Padova, Italy
  13. 13. Immersion vs Cost Tradeoff Less immersive More immersive
  14. 14. © 2019 Autodesk What is the business value of immersion?
  15. 15. § Better understanding of 3d spaces and forms VR Gives You
  16. 16. § Better understanding of 3d spaces and forms § Predictive emotional responses to experiences VR Gives You
  17. 17. § Better understanding of 3d spaces and forms § Predictive emotional responses to experiences § Higher levels of engagement VR Gives You
  18. 18. § Better understanding of 3d spaces and forms § Predictive emotional responses to experiences § Higher levels of engagement § More effective and memorable training VR Gives You
  19. 19. § Better understanding of 3d spaces and forms § Predictive emotional responses to experiences § Higher levels of engagement § More effective and memorable training § Greater emotional connection to products & services VR Gives You
  20. 20. § Better understanding of 3d spaces and forms § Predictive emotional responses to experiences § Higher levels of engagement § More effective and memorable training § Greater emotional connection to products & services VR Gives You
  21. 21. Frame from “My Moby Dick”, filmed by Valerie Faris & Jonathan Dayton
  22. 22. better decisions
  23. 23. VR for Architecture § Helps architects detect design problems early § Helps their clients really understand what is being built § Communicates the “feeling of being there” Autodesk Revit Live
  24. 24. VR for Psychotherapy § Phobia treatment § PTSD treatment § Can increase empathy, with long-lasting effect § Bad-habit breaking § Autism support § Depression treatment § Body dysmorphia treatment Image from Floreotech.com of their VR headset and software for treating autism
  25. 25. VR for Product Design / Manufacturing § Reduce need for physical prototypes § Facilitate collaboration and critique § Onboarding for work in dangerous spaces § Pre-build simulation of factory spaces § Safety training Autodesk VRED, image by Ford Motor Co.
  26. 26. VR for Medicine § Protein visualization and manipulation § Surgical visualization § Reality simulation for neural input § Post-surgical rehabilitation § Help patients feel at home § Post stroke recovery Image by MedicalFuturist.com
  27. 27. but…
  28. 28. Because users feel present in VR, they become vulnerable both emotionally and physically. Health and Safety Concerns
  29. 29. Because users feel present in VR, they become vulnerable both emotionally and physically. Bad VR interface design can literally make someone sick, frighten them, or make them psychologically uncomfortable. Health and Safety Concerns
  30. 30. “Cyber-sickness” Happens when your eyes and your inner ear (vestibular system) give you conflicting signals. Caused by bad navigation design.
  31. 31. Acrophobia or other frights People can be frightened by heights, edges, or common phobias like snakes.
  32. 32. Embodiment dysmorphia Carelessness in how you embody your user can lead to psychological discomfort. Photo from Cornell Virtual Embodiment Lab
  33. 33. Scaling issues People can be frightened or disturbed by things that might look “cute” on a regular screen From the videogame “Lucky’s Tale”
  34. 34. TMI Sudden scene changes can be disturbing, overwhelming the user with information Image by John Greyson– Wikimedia commons
  35. 35. Environmental Blindness Users are blind to the outside world while in VR, and may collide with walls, chairs, or just feel vulnerable.
  36. 36. Virtual Harassment Multiplayer anonymity can enable harassing behaviours Mic.com, Toronto Metro, The Guardian.com
  37. 37. § There are design solutions to address these problems Good news
  38. 38. § There are design solutions to address these problems …that I can’t share in 10 minutes Good news
  39. 39. § VR UX is still immature – generally accepted standard solutions are slowly emerging Bad news
  40. 40. § VR UX is still immature – generally accepted standard solutions are slowly emerging § Hard to find skilled designers Bad news
  41. 41. § VR UX is still immature – generally accepted standard solutions are slowly emerging § Hard to find skilled designers § Lots of examples that look really cool but are actually terrible Bad news
  42. 42. § VR UX is still immature – generally accepted standard solutions are slowly emerging § Hard to find skilled designers § Lots of examples that look really cool but are actually terrible § VR sucks at some things Bad news
  43. 43. § Precision input VR sucks at some things
  44. 44. § Precision input § Text input VR sucks at some things
  45. 45. § Precision input § Text input § Isometric or diagrammatic views VR sucks at some things
  46. 46. I just stole this slide from Olga Is there demand? Can we build it? Is it worth it?
  47. 47. The usual evaluation for VR projects Is it cool? Can we build it?
  48. 48. My recommendations Does it provide real user value? Can we build, buy, or partner to make it? Is it worth it?
  49. 49. build, buy, or partner?
  50. 50. NVidia Holodeck
  51. 51. thanks
  52. 52. Autodesk and the Autodesk logo are registered trademarks or trademarks of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. Autodesk reserves the right to alter product and services offerings, and specifications and pricing at any time without notice, and is not responsible for typographical or graphical errors that may appear in this document. © 2017 Autodesk. All rights reserved.

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