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LET'S DESIGN
MAGIC
First steps in Mixed Reality design
ruszlewski@gmail.com
Paweł Ruszlewski
www.startberry.com/mixed-reality-lab/
Paweł Ruszlewski
VR, AR, UX, UI
Software engineer, Product / UX / UI designer, enthusiast of agile philosophy. 

I graduated in IT and during that time I developed my passion for design. 

Design that is affordant, discoverable, functional and delightful.
PRODUCT DESIGNER
Senfino
MIXED REALITY LAB
STARTBERRY
ul. Grochowska 306/308, Warszawa
www.startberry.com/mixed-reality-lab/
WHAT IS MIXED REALITY?
VIRTUAL REALITY
AUGMENTED REALITY
BLENDED REALITY
AR CLOUD
HYPER REALITY
IMMERSION
Perception of being physically present in a non-physical world.
The perception is created by surrounding the user of the virtual objects
that provide an engrossing total environment
Immersion is what each of these technologies have in common
VIRTUAL REALITY
AUGMENTED REALITY
BLENDE REALITY
AR CLOUD
HYPER REALITY
…
MIXED REALITY
is a term that contains all of the immersive technologies
REALITY - VIRTUALITY CONTINUUM
Physical
Reality
Virtual
Reality
Mixed Reality
In 1994 Paul Milgram defined a mixed reality as "...anywhere between the extrema of the
virtuality continuum” , where the virtuality continuum extends from the completely real
through to the completely virtual environment with augmented reality and augmented
virtuality ranging between.
REALITY - VIRTUALITY CONTINUUM
Physical
Reality
Virtual
Reality
Mixed Reality
World created only by the laws of physics.
Material world that we’re interacting with on a
daily basis
Full virtual simulation on a neurological level.
Currently unavailable from technological point
of view.
REALITY - VIRTUALITY CONTINUUM
Physical
Reality
Virtual
Reality
Mixed Reality
REALITY - VIRTUALITY CONTINUUM
Physical
Reality
Virtual
Reality
Mixed Reality
Source: Roadshow by CNET Published:May 29, 2018 , Photo:Nick Miotke/Roadshow
Article: https://www.cnet.com/roadshow/news/porsche-augmented-reality-tech-live-look/
PORSCHE x ODG
REALITY - VIRTUALITY CONTINUUM
Physical
Reality
Virtual
Reality
Mixed Reality
REALITY - VIRTUALITY CONTINUUM
Physical
Reality
Virtual
Reality
Mixed Reality
Source: Minecraft Earth launch teaser video
https://www.minecraft.net/en-us/earth
Live demo during Apple Keynote: https://www.engadget.com/2019/06/03/minecraft-earth-gameplay-apple/
MINECRAFT
EARTH
REALITY - VIRTUALITY CONTINUUM
Physical
Reality
Virtual
Reality
Mixed Reality
REALITY - VIRTUALITY CONTINUUM
Physical
Reality
Virtual
Reality
Mixed Reality
Microsoft Hololens 2 Trailer: https://www.youtube.com/watch?v=k_eNxzn9DT0
Microsoft at MWC19 in Barcelona - Hololens 2 launch at 24:20 https://youtu.be/c1CZsqwnWtM?t=1460
REALITY - VIRTUALITY CONTINUUM
Physical
Reality
Virtual
Reality
Mixed Reality
REALITY - VIRTUALITY CONTINUUM
Physical
Reality
Virtual
Reality
Mixed Reality
360° 

head tracking
Room scale tracking “World scale” trackingDesk scale tracking
Projekcja filmu Kartka z Powstania by LocoMotive. Source: nck.pl fot. Agnieszka Olek
PIXO VR Fall Protection Simulation
REALITY - VIRTUALITY CONTINUUM
Physical
Reality
Virtual
Reality
Mixed Reality
HOW DO I START
IN MIXED REALITY?
IDEA
PROCESS
PROTOTYPE BUILD
x ∞
USER TESTING
Spatial and perspective drawings
or concept art’s to present general
idea of interaction inside your
team
Physical or virtual spatial
prototypes to test your initial idea
in three dimensional space.
Bodystorming technique for
physical prototyping:
https://docs.microsoft.com/en-us/
windows/mixed-reality/case-
study-expanding-the-design-
Early builds of prototyped
interactions in final envioriment.
Engines to be used for example:
Unity, Unreal Engine
IDEA - CONCEPT ART
Source: Microsoft Holo Academy Guidelines
https://docs.microsoft.com/en-us/windows/mixed-reality/case-study-expanding-the-design-process-for-mixed-reality
EARLY PROTOTYPE - VR SKETCH
Example tool for VR prototyping and early sketching:
https://www.sketchbox3d.com/
FLAT
SPATIAL
User
110º

FIELD OF VIEW
160º

COMFORT
HORIZONTAL
MOVEMENT
160º

COMFORT
HORIZONTAL
MOVEMENT
CURIOSITY ZONE
HORIZONTAL FIELD OF VIEW
Based on Alex Chu of Samsung research data. 2014
http://voicesofvr.com/117-alex-chu-on-designing-milk-vr-for-the-samsung-gear-vr/
User
30º

FIELD OF VIEW
User
~64º

FIELD OF VIEW
User
110º

FIELD OF VIEW
VERTICAL FIELD OF VIEW
Based on Microsoft Holo Academy Guidelines
https://docs.microsoft.com/en-us/windows/mixed-reality/comfort
User
0º - 35º OPTIMAL REGION
0º - 10º UPPER REGION
35º - 60º LOWER REGION
DISTANCE AND
STEREOSCOPIC
VISION
Source:
Visual Design Methods for Virtual Reality by Mike Alger
http://aperturesciencellc.com/vr/VisualDesignMethodsforVR_MikeAlger.pdf
DISTANCE AND
STEREOSCOPIC
VISION
Source:
Visual Design Methods for Virtual Reality by Mike Alger
http://aperturesciencellc.com/vr/VisualDesignMethodsforVR_MikeAlger.pdf
Fotos z filmu “Kartka z Powstania" by LocoMotive
ACCOMMODATE USERS TO
SPATIAL EXPERIENCE
1.Start your experience by placing all interactions in the middle
of the optimal interaction region
2.As the story goes expand visible interactions so that user can
understand that the interface and the whole experience is
spatial
3.Apply these rules both for VR and AR
USERFLOW
STORY FLOW
STORY FLOWUSERFLOW
STORY DRIVEN TIMELINE
“Instead of page or task flows, with immersive media, we move into story flows.
Story flows are characterized by potential 'start and stop' sequences that trigger
or inspire discovery and user interaction.  “
https://www.experiencedynamics.com/blog/2018/05/importance-storytelling-presence-ar-ux
Tiltbrush
Source: http://blog.htmlfusion.com/tilt-brush-review/
In Tiltbrush - app for creating virtual art - each hand
may have separate actions as well as the whole
scene and background should be considered as
independent sequences in your story flow.
STANDING VS SITTING EXPERIENCE
Windows Mixed Reality headset setup process
Even If you design your app as sitting experience users still by default can
move around even beyond boundaries initially designed if his or hers
physical space and hardware allows that.
No matter how you design your story flow your user still can freely explore VR
environment even beyond what designer had planned for the user.
FREEDOM OF MOVEMENT
NATURAL MOVEMENT
Source Youtube: “Experience Mixed Reality at World Scale” by Windows
https://www.youtube.com/watch?v=67yLuiSfMWM&t=1s
1.360 Tracking
2.Desk Scale Tracking
3.Room Scale Tracking
4.World Scale Tracking
NATURAL MOVEMENT
Source “Fragments” game by Asobo, art by Joel DeSloover
source: Valve The Lab
1. Hold button
2. Point to target
3. Release
4. Teleport
TELEPORTATION
source: Google Earth VR
SMOOTH MOTION
MOTION SICKNESS
Smooth movement of VR avatar while user stays stationary can lead to
serious motion sickness since there is a mismatch between what your
eyes see and what your physical body feel. Our brains can’t combine
these two mixed signals.
source: Google Earth VR
SMOOTH MOTION
To prevent motion sickness and still use Smooth Motion movement try
tu use tunnel vision. Player sees the he’s stationary while the world is
moving inside a virtual windows in front of him.
MOUSE, KEYBOARD OR TAP
SPATIAL INPUT
CONTROLLRES
HTC VIVE OCULUS RIFT MICROSOFT
IMMERSIVE HEADSET
source: Google Blocks tutorial
• Respect platform guidelines
• Include tutorial in 

your story flow
• Don’t be afraid of tooltips
• Consider generic controller 

model for cross-platform
experience
CONTROLLRES
AUGMENTED REALITY INPUT
Spatial virtual interactions with physical hands - Hololens 2 launch at 31:45 https://youtu.be/c1CZsqwnWtM?t=1905
AUGMENTED REALITY INPUT - INSPIRATION
WWW.BLOG.LEAPMOTION.COM
SOUND
When we designed app where user could explore both rooms and garden of a virtual house people where shocked that
while being in the garden they couldn’t hear any birds or sound of wind blowing. Sound is crucial part of VR experience
and even If your experience doesn’t have any specific sources of sound keep in mind to include at least ambient adio
background i.e. wind, electronic device humming etc to maintain consistency between what user sees and hears.
User
SPATIAL SOUND
Sound in VR and AR can be spatial. You can use directional sound to your advantage. For example as an indictor of
something happening in the curiosity zone behind your user.
EXPLORE
BOUNDARIES
OF IMMERSIVE
TECHNOLOGY
MIXED REALITY LAB
STARTBERRY
ul. Grochowska 306/308, Warszawa
www.startberry.com/mixed-reality-lab/
WWW.VRARPOLAND.COM
KRZYSZTOF WRÓBEL
PAWEŁ RUSZLEWSKI
VR/AR Poland is a non-profit personal initiative aimed to bring
together companies, creators, developers and artists that are
passionate about immersive technologies. We believe that at this
stage of VR/AR development it's crucial to present the broad range of
immersive experiences available for our future clients especially with
the amount of outstanding projects that were created in our market in
the past few years.
If your company is taking part in VR/AR revolution or you consider
yourself as VR/AR developer, creator, world-class researcher and/or
thought-leader feel free to join our initiative. Only with your support
we can evangelise our local and global market about power of
immersive technology.
THANKS!
ruszlewski@gmail.com
Paweł Ruszlewski
www.startberry.com/mixed-reality-lab/

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Paweł Ruszlewski - First steps in Mixed Reality design

  • 1. LET'S DESIGN MAGIC First steps in Mixed Reality design ruszlewski@gmail.com Paweł Ruszlewski www.startberry.com/mixed-reality-lab/
  • 2. Paweł Ruszlewski VR, AR, UX, UI Software engineer, Product / UX / UI designer, enthusiast of agile philosophy. 
 I graduated in IT and during that time I developed my passion for design. 
 Design that is affordant, discoverable, functional and delightful. PRODUCT DESIGNER Senfino
  • 3. MIXED REALITY LAB STARTBERRY ul. Grochowska 306/308, Warszawa www.startberry.com/mixed-reality-lab/
  • 4. WHAT IS MIXED REALITY?
  • 5. VIRTUAL REALITY AUGMENTED REALITY BLENDED REALITY AR CLOUD HYPER REALITY
  • 6. IMMERSION Perception of being physically present in a non-physical world. The perception is created by surrounding the user of the virtual objects that provide an engrossing total environment Immersion is what each of these technologies have in common
  • 7. VIRTUAL REALITY AUGMENTED REALITY BLENDE REALITY AR CLOUD HYPER REALITY … MIXED REALITY is a term that contains all of the immersive technologies
  • 8. REALITY - VIRTUALITY CONTINUUM Physical Reality Virtual Reality Mixed Reality In 1994 Paul Milgram defined a mixed reality as "...anywhere between the extrema of the virtuality continuum” , where the virtuality continuum extends from the completely real through to the completely virtual environment with augmented reality and augmented virtuality ranging between.
  • 9. REALITY - VIRTUALITY CONTINUUM Physical Reality Virtual Reality Mixed Reality World created only by the laws of physics. Material world that we’re interacting with on a daily basis Full virtual simulation on a neurological level. Currently unavailable from technological point of view.
  • 10. REALITY - VIRTUALITY CONTINUUM Physical Reality Virtual Reality Mixed Reality
  • 11. REALITY - VIRTUALITY CONTINUUM Physical Reality Virtual Reality Mixed Reality
  • 12. Source: Roadshow by CNET Published:May 29, 2018 , Photo:Nick Miotke/Roadshow Article: https://www.cnet.com/roadshow/news/porsche-augmented-reality-tech-live-look/ PORSCHE x ODG
  • 13. REALITY - VIRTUALITY CONTINUUM Physical Reality Virtual Reality Mixed Reality
  • 14. REALITY - VIRTUALITY CONTINUUM Physical Reality Virtual Reality Mixed Reality
  • 15. Source: Minecraft Earth launch teaser video https://www.minecraft.net/en-us/earth Live demo during Apple Keynote: https://www.engadget.com/2019/06/03/minecraft-earth-gameplay-apple/ MINECRAFT EARTH
  • 16. REALITY - VIRTUALITY CONTINUUM Physical Reality Virtual Reality Mixed Reality
  • 17. REALITY - VIRTUALITY CONTINUUM Physical Reality Virtual Reality Mixed Reality
  • 18. Microsoft Hololens 2 Trailer: https://www.youtube.com/watch?v=k_eNxzn9DT0 Microsoft at MWC19 in Barcelona - Hololens 2 launch at 24:20 https://youtu.be/c1CZsqwnWtM?t=1460
  • 19. REALITY - VIRTUALITY CONTINUUM Physical Reality Virtual Reality Mixed Reality
  • 20. REALITY - VIRTUALITY CONTINUUM Physical Reality Virtual Reality Mixed Reality
  • 21. 360° 
 head tracking Room scale tracking “World scale” trackingDesk scale tracking
  • 22. Projekcja filmu Kartka z Powstania by LocoMotive. Source: nck.pl fot. Agnieszka Olek
  • 23.
  • 24. PIXO VR Fall Protection Simulation
  • 25. REALITY - VIRTUALITY CONTINUUM Physical Reality Virtual Reality Mixed Reality
  • 26. HOW DO I START IN MIXED REALITY?
  • 27. IDEA PROCESS PROTOTYPE BUILD x ∞ USER TESTING Spatial and perspective drawings or concept art’s to present general idea of interaction inside your team Physical or virtual spatial prototypes to test your initial idea in three dimensional space. Bodystorming technique for physical prototyping: https://docs.microsoft.com/en-us/ windows/mixed-reality/case- study-expanding-the-design- Early builds of prototyped interactions in final envioriment. Engines to be used for example: Unity, Unreal Engine
  • 28. IDEA - CONCEPT ART Source: Microsoft Holo Academy Guidelines https://docs.microsoft.com/en-us/windows/mixed-reality/case-study-expanding-the-design-process-for-mixed-reality
  • 29. EARLY PROTOTYPE - VR SKETCH Example tool for VR prototyping and early sketching: https://www.sketchbox3d.com/
  • 31. User 110º
 FIELD OF VIEW 160º
 COMFORT HORIZONTAL MOVEMENT 160º
 COMFORT HORIZONTAL MOVEMENT CURIOSITY ZONE HORIZONTAL FIELD OF VIEW Based on Alex Chu of Samsung research data. 2014 http://voicesofvr.com/117-alex-chu-on-designing-milk-vr-for-the-samsung-gear-vr/
  • 32. User 30º
 FIELD OF VIEW User ~64º
 FIELD OF VIEW User 110º
 FIELD OF VIEW
  • 33. VERTICAL FIELD OF VIEW Based on Microsoft Holo Academy Guidelines https://docs.microsoft.com/en-us/windows/mixed-reality/comfort User 0º - 35º OPTIMAL REGION 0º - 10º UPPER REGION 35º - 60º LOWER REGION
  • 34. DISTANCE AND STEREOSCOPIC VISION Source: Visual Design Methods for Virtual Reality by Mike Alger http://aperturesciencellc.com/vr/VisualDesignMethodsforVR_MikeAlger.pdf
  • 35. DISTANCE AND STEREOSCOPIC VISION Source: Visual Design Methods for Virtual Reality by Mike Alger http://aperturesciencellc.com/vr/VisualDesignMethodsforVR_MikeAlger.pdf
  • 36. Fotos z filmu “Kartka z Powstania" by LocoMotive ACCOMMODATE USERS TO SPATIAL EXPERIENCE 1.Start your experience by placing all interactions in the middle of the optimal interaction region 2.As the story goes expand visible interactions so that user can understand that the interface and the whole experience is spatial 3.Apply these rules both for VR and AR
  • 38. STORY FLOWUSERFLOW STORY DRIVEN TIMELINE “Instead of page or task flows, with immersive media, we move into story flows. Story flows are characterized by potential 'start and stop' sequences that trigger or inspire discovery and user interaction.  “ https://www.experiencedynamics.com/blog/2018/05/importance-storytelling-presence-ar-ux
  • 39. Tiltbrush Source: http://blog.htmlfusion.com/tilt-brush-review/ In Tiltbrush - app for creating virtual art - each hand may have separate actions as well as the whole scene and background should be considered as independent sequences in your story flow.
  • 40. STANDING VS SITTING EXPERIENCE Windows Mixed Reality headset setup process Even If you design your app as sitting experience users still by default can move around even beyond boundaries initially designed if his or hers physical space and hardware allows that.
  • 41. No matter how you design your story flow your user still can freely explore VR environment even beyond what designer had planned for the user.
  • 43. NATURAL MOVEMENT Source Youtube: “Experience Mixed Reality at World Scale” by Windows https://www.youtube.com/watch?v=67yLuiSfMWM&t=1s 1.360 Tracking 2.Desk Scale Tracking 3.Room Scale Tracking 4.World Scale Tracking
  • 44. NATURAL MOVEMENT Source “Fragments” game by Asobo, art by Joel DeSloover
  • 45. source: Valve The Lab 1. Hold button 2. Point to target 3. Release 4. Teleport TELEPORTATION
  • 46. source: Google Earth VR SMOOTH MOTION MOTION SICKNESS Smooth movement of VR avatar while user stays stationary can lead to serious motion sickness since there is a mismatch between what your eyes see and what your physical body feel. Our brains can’t combine these two mixed signals.
  • 47. source: Google Earth VR SMOOTH MOTION To prevent motion sickness and still use Smooth Motion movement try tu use tunnel vision. Player sees the he’s stationary while the world is moving inside a virtual windows in front of him.
  • 48. MOUSE, KEYBOARD OR TAP SPATIAL INPUT
  • 49. CONTROLLRES HTC VIVE OCULUS RIFT MICROSOFT IMMERSIVE HEADSET
  • 50. source: Google Blocks tutorial • Respect platform guidelines • Include tutorial in 
 your story flow • Don’t be afraid of tooltips • Consider generic controller 
 model for cross-platform experience CONTROLLRES
  • 51. AUGMENTED REALITY INPUT Spatial virtual interactions with physical hands - Hololens 2 launch at 31:45 https://youtu.be/c1CZsqwnWtM?t=1905
  • 52. AUGMENTED REALITY INPUT - INSPIRATION WWW.BLOG.LEAPMOTION.COM
  • 53. SOUND
  • 54. When we designed app where user could explore both rooms and garden of a virtual house people where shocked that while being in the garden they couldn’t hear any birds or sound of wind blowing. Sound is crucial part of VR experience and even If your experience doesn’t have any specific sources of sound keep in mind to include at least ambient adio background i.e. wind, electronic device humming etc to maintain consistency between what user sees and hears.
  • 55. User SPATIAL SOUND Sound in VR and AR can be spatial. You can use directional sound to your advantage. For example as an indictor of something happening in the curiosity zone behind your user.
  • 57. MIXED REALITY LAB STARTBERRY ul. Grochowska 306/308, Warszawa www.startberry.com/mixed-reality-lab/
  • 58. WWW.VRARPOLAND.COM KRZYSZTOF WRÓBEL PAWEŁ RUSZLEWSKI VR/AR Poland is a non-profit personal initiative aimed to bring together companies, creators, developers and artists that are passionate about immersive technologies. We believe that at this stage of VR/AR development it's crucial to present the broad range of immersive experiences available for our future clients especially with the amount of outstanding projects that were created in our market in the past few years. If your company is taking part in VR/AR revolution or you consider yourself as VR/AR developer, creator, world-class researcher and/or thought-leader feel free to join our initiative. Only with your support we can evangelise our local and global market about power of immersive technology.