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Designing for VR/AR

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Workshop at ConveyUX, 2/28/18

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Designing for VR/AR

  1. 1. Di Dang Emerging Tech Lead, POP @dqpdang February 27, 2018 Designing forVR/AR
  2. 2. Agenda 1. VR/ARincontextofemergingtech 2. Therealities,explained 3. Competitivelandscape 4. WhyVR/ARmattersforyourusers 5. WhyVR/ARmattersforyourbusiness 6. PrototypingforVR/AR 7. UXconsiderations 8. Hands-ondesignchallenge(non-competitive)
  3. 3. Di Dang @dqpdang Discussion Introduce ourselves What brings you here? How much VR/AR have you experienced? What do you want to get out of today?
  4. 4. Di Dang @dqpdang Goalsfortoday ° Become conversant on current VR/AR landscape ° Develop an eye for VR/ AR use cases ° Discuss UX considerations and challenges in VR/AR ° Discuss tools/methods for low-/medium-/high- fidelity prototyping ° Apply all this yourself in a hands-on design challenge (non- competitive!)
  5. 5. Di Dang @dqpdang VR/ARincontextof emergingtech 1.
  6. 6. Desktop+MobileComputing
  7. 7. Di Dang @dqpdang Immersive+AmbientComputing
  8. 8. Solutions [that] lie in the intersection of exponential technologies “
  9. 9. Di Dang @dqpdang Therealities,explained 2.
  10. 10. Di Dang @dqpdang VirtualReality Completely immersive AugmentedReality Blends the digital and physical What about mixed reality then?
  11. 11. aka ImmersiveTechnology,Mixed Reality,XR,SpatialComputing,etc. spectrum
  12. 12. VR can bring you anywhere. AR can bring anything to you. “ CLAY BAVOR, VP FOR GOOGLE VR/AR
  13. 13. Di Dang @dqpdang VR/ARcompetitivelandscape 3.
  14. 14. Di Dang @dqpdang OPAQUE WIRELESS TETHERED VIRTUAL REALITY AUGMENTED REALITY MOBILE PERFORMANCE DESKTOP PERFORMANCE SEE-THROUGH
  15. 15. Di Dang @dqpdang
  16. 16. Di Dang @dqpdang Contentecosystems Oculus Rift + App Store Samsung Gear VR + App Store Samsung Gear 360° Consumer Camera Facebook Feed for 360º Videos and Photos Facebook Surround 360° Camera System Cardboard + Daydream View Google Play + iOS App Stores YouTube (across devices) for 360º Video Google Jump 360º Camera System Google Daydream Devices (Pixel) HTC Vive Valve Steam Store HTC Viveport App Store Microsoft HoloLens Microsoft App Store Windows Holographic Platform (Windows Mixed Reality) ?
  17. 17. Di Dang @dqpdang OPAQUE WIRELESS TETHERED VIRTUAL REALITY AUGMENTED REALITY MOBILE PERFORMANCE DESKTOP PERFORMANCE SEE-THROUGH
  18. 18. By the end of 2018, combined efforts of Google and Apple could see more than 900 million users having access to AR content and as much as 3 billion by 2021. https://www.digi-capital.com/news/2017/10/two-speed-arvr-market-after-arkitarcore-ar-upgrade-vr-downgrade/#.Wgfw7RNSygQ
  19. 19. Di Dang @dqpdang Competitivelandscapetakeaways ° Changing constantly ° Software companies going into hardware ° Expect more HMDs that are lighter-weight, cheaper, standalone ° Tremendous opportunity in mobile AR ° Consider hardware as it’s relevant to target audience, scalability, passive/active experience
  20. 20. Di Dang @dqpdang WhyVR/ARmattersforyour users 4.
  21. 21. Presence
  22. 22. Di Dang @dqpdang SOCIAL AND MENTAL PRESENCE EMOTIONAL PRESENCE ACTIVE PRESENCE EMBODIED PRESENCE Kent Bye’s "Historical Context of VR: An Elemental Theory of Presence” 2017 SVVR Keynote
  23. 23. Di Dang @dqpdang SOCIAL AND MENTAL PRESENCE EMOTIONAL PRESENCE ACTIVE PRESENCE EMBODIED PRESENCE Kent Bye’s "Historical Context of VR: An Elemental Theory of Presence” 2017 SVVR Keynote
  24. 24. Di Dang @dqpdang SOCIAL AND MENTAL PRESENCE EMOTIONAL PRESENCE ACTIVE PRESENCE EMBODIED PRESENCE Kent Bye’s "Historical Context of VR: An Elemental Theory of Presence” 2017 SVVR Keynote
  25. 25. Di Dang @dqpdang SOCIAL AND MENTAL PRESENCE EMOTIONAL PRESENCE ACTIVE PRESENCE EMBODIED PRESENCE Kent Bye’s "Historical Context of VR: An Elemental Theory of Presence” 2017 SVVR Keynote
  26. 26. Di Dang @dqpdang
  27. 27. Di Dang @dqpdang
  28. 28. Di Dang @dqpdang SOCIAL AND MENTAL PRESENCE EMOTIONAL PRESENCE ACTIVE PRESENCE EMBODIED PRESENCE Kent Bye’s "Historical Context of VR: An Elemental Theory of Presence” 2017 SVVR Keynote
  29. 29. Di Dang @dqpdang
  30. 30. WEAREPOP.COM
  31. 31. Di Dang @dqpdang “Presence”takeaways ° Presence is why immersive tech matters to our users ° All experiences leverage at least one to all types ° Based on the problem, consider which lever(s) you need to push/ pull
  32. 32. Di Dang @dqpdang Discussion Your VR/AR experiences Which apps/ experiences have you tried? What made it compelling, or not? Try to talk in terms of the presence types
  33. 33. Di Dang @dqpdang WhyVR/ARmattersforyour business 5.
  34. 34. Di Dang @dqpdang RETAIL LOWES
  35. 35. RETAIL SHOPIFY
  36. 36. Di Dang @dqpdang
  37. 37. EDUCATION GOOGLE EXPEDITIONS
  38. 38. EDUCATION CASE WESTERN RESERVE UNIVERSITY
  39. 39. TRAINING HOUSTON FIRE DEPARTMENT
  40. 40. TRAINING WALMART
  41. 41. AEC HOLOMAPS
  42. 42. AEC TRANSPORTED
  43. 43. Di Dang @dqpdang Discussion Use cases Based on your industry/clients, brainstorm some use cases. What problem are you solving? Is this use case better- suited for VR/AR, and why?
  44. 44. Di Dang @dqpdang Considerations+ UseCases ° Transport to a different environment ° Co-working/remote communication ° When there’s no context switching ° Controlled environments VR AR ° Overlay helpful contextual info ° Shared physical and digital presence ° When user may be context switching regularly ° When awareness of surroundings is needed
  45. 45. Di Dang @dqpdang Ismyproblembetter solvedbyVR,AR,or neither? ° Does your user benefit from being fully absorbed in a different environment? ° Does your use case depend on a controlled environment? VR AR ° Does there need to be interaction between digital content and the physical environment? ° Will your users need to share a digital view? Possibly while in the same physical space? If no to all the above, then perhaps the problem is better solved with a “regular” app.
  46. 46. Di Dang @dqpdang Whatchallenges doVR/ARface? ° Price point ° Friction of getting into VR ° High-end VR not very scalable ° Content ecosystem skews more towards gaming/entertainment ° Users feel physically vulnerable VR AR ° Form factor not ideal: HMD v. smartphone ° Limited FOV ° Mobile AR currently limited in functionality
  47. 47. Di Dang @dqpdang We’re not testing just the technology. We’re testing the underlying use cases.
  48. 48. Di Dang @dqpdang Immersive+AmbientComputing
  49. 49. Di Dang @dqpdang What problem does VR/AR solve here that can’t be solved by any other technology? “
  50. 50. Di Dang @dqpdang PrototypingforVR/AR 6.
  51. 51. Di Dang @dqpdang Thinklike explorers
  52. 52. Di Dang @dqpdang Strivefor game/ product designstudio team WEAREPOP.COM THE SKILLS NEEDED • Product Owners • Project Manager • Product Design/UX Lead • User Researcher • Technical Architect • Creative Director • 3D/Motion Designers • Unity/Unreal Developers • Sound Designers • QA Engineer
  53. 53. 3dModeling& Animation ° Lots to choose from ° Varied price points, from free to costly ° Experts tend to gravitate towards a single application (Maya for example) ° Outputs file formats like .OBJ, .FBX, or .DAE for importing models, animation data, and textures into your dev environment BLENDER MAYA 3D STUDIO MAX CINEMA 4D
  54. 54. Development Environments ° Initially designed as engines to support video game development (Unity and Unreal) ° Interaction engine where the computing happens ° Deals with essentials like lighting, object physics, and event logic ° https://unity3d.com/ ° https://www.unrealengine.com/ ° https://developers.google.com/vr/ GOOGLE VR
  55. 55. Di Dang @dqpdang VR/ARDesignProcess USER FLOW Derive a user flow and script from user stories that define our primary use case supported by the top features of the app. DELIVERABLES • User flow • Feature brief STORYBOARDS & MOODBOARDS Sketch the primary beats of our script as storyboards, bringing the user journey to life as we begin to envision look and feel through moodboards and initial design explorations. DELIVERABLES • Sketched Storyboards • Visual Design Moodboards LOW-FIDELITY PROTOTYPING Begin testing our UX concepts through low- fi prototyping methods such as paper prototypes, then vet concepts through 3D blocking. DELIVERABLES • Low-Fi Prototype Concepts • Primitive 3D UI Components HIGH-FIDELITY MODELING Develop and refine high fidelity visual design assets, considering usage of motion, methods of visual reinforcement and sound design. DELIVERABLES • High-Fi UI Assets • High-Fi Environment Assets FINAL PRODUCTION Refinement of all high fidelity assets, lighting and texturing within the development environment. DELIVERABLES • All final high-fidelity assets ready for deployment
  56. 56. https://www.youtube.com/watch?v=yKYNvJ0ubGI
  57. 57. Di Dang @dqpdang UXConsiderations 7.
  58. 58. Di Dang @dqpdang UXofVR/ARConsiderations ° What is the user experiencing pre-/ post-VR/AR?
  59. 59. Di Dang @dqpdang
  60. 60. Di Dang @dqpdang UXofVR/ARConsiderations ° What is the user experiencing pre-/ post-VR/AR? ° Where is the user situated? ° Is the user seated or standing? Do they need to move around?
  61. 61. Di Dang @dqpdang
  62. 62. Di Dang @dqpdang UXofVR/ARConsiderations ° What is the user experiencing pre-/ post-VR/AR? ° Where is the user situated? ° Is the user seated or standing? Do they need to move around? ° Is the user alone or around others?
  63. 63. Di Dang @dqpdang
  64. 64. Di Dang @dqpdang
  65. 65. Di Dang @dqpdang UXofVR/ARConsiderations ° What is the user experiencing pre-/ post-VR/AR? ° Where is the user situated? ° Is the user seated or standing? Do they need to move around? ° Is the user alone or around others? ° How is the user limited by their hardware’s FOV?
  66. 66. Di Dang @dqpdang
  67. 67. Di Dang @dqpdang UXofVR/ARConsiderations ° What is the user experiencing pre-/ post-VR/AR? ° Where is the user situated? ° Is the user seated or standing? Do they need to move around? ° Is the user alone or around others? ° How is the user limited by their hardware’s FOV? ° How is the user limited by their visual area of focus?
  68. 68. Di Dang @dqpdang https://www.youtube.com/watch?v=iR4iRyLoJlg
  69. 69. Di Dang @dqpdang https://www.youtube.com/watch?v=iR4iRyLoJlg
  70. 70. Di Dang @dqpdang https://www.youtube.com/watch?v=iR4iRyLoJlg
  71. 71. Di Dang @dqpdang UXofVR/ARConsiderations ° What is the user experiencing pre-/ post-VR/AR? ° Where is the user situated? ° Is the user seated or standing? Do they need to move around? ° Is the user alone or around others? ° How is the user limited by their hardware’s FOV? ° How is the user limited by their visual area of focus? ° Which input type best supports the user’s needs? ° Which sensor types best support the user getting feedback?
  72. 72. Di Dang @dqpdang
  73. 73. Di Dang @dqpdang UXofVR/ARConsiderations ° What is the user experiencing pre-/ post-VR/AR? ° Where is the user situated? ° Is the user seated or standing? Do they need to move around? ° Is the user alone or around others? ° How is the user limited by their hardware’s FOV? ° How is the user limited by their visual area of focus? ° Which input type best supports the user’s needs? ° Which sensor types best support the user getting feedback? ° How much “work” are you asking of the user to enter VR/AR?
  74. 74. Di Dang @dqpdang Non-Competitive DesignChallenge 7. NB: Slides redacted for future challenges
  75. 75. Di Dang @dqpdang Any sufficiently advanced technology is indistinguishable from magic. “ ARTHUR C. CLARKE
  76. 76. Di Dang @dqpdang Show&Tell Retrospective How does VR/AR benefit your user? How was your solution best suited for VR or AR? Which presence(s) are you leveraging and why? How did the UX considerations factor in? Email any pictures to project to di.dang@wearepop.com
  77. 77. Di Dang @dqpdang Di Dang Emerging Tech Lead, POP @dqpdang

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