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

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

Editor's Notes

  1. Sight, Looking around, examining the world It works better in vr delivers presence and a sense of wonder
  2. Sight, Looking around, examining the world It works better in vr delivers presence and a sense of wonder
  3. Oculus Rift Samsung Gear VR Google Cardboard Sony Project Morpheus Valve Vive
  4. Sight, Looking around, examining the world It works better in vr delivers presence and a sense of wonder
  5. Sight, Looking around, examining the world It works better in vr delivers presence and a sense of wonder
  6. Sight, Looking around, examining the world It works better in vr delivers presence and a sense of wonder
  7. Sight, Looking around, examining the world It works better in vr delivers presence and a sense of wonder
  8. Sight, Looking around, examining the world It works better in vr delivers presence and a sense of wonder
  9. Sight, Looking around, examining the world It works better in vr delivers presence and a sense of wonder
  10. Sight, Looking around, examining the world It works better in vr delivers presence and a sense of wonder
  11. Over time the line will blurr Much of the same UI / UX Meaningful AR further off
  12. Sight, Looking around, examining the world It works better in vr delivers presence and a sense of wonder
  13. Sight, Looking around, examining the world It works better in vr delivers presence and a sense of wonder
  14. Sight, Looking around, examining the world It works better in vr delivers presence and a sense of wonder
  15. Sight, Looking around, examining the world It works better in vr delivers presence and a sense of wonder
  16. Gamepad, Mouse, HMD Input Hand Tracking, Hand Tracking with GamePad Inputs
  17. Oculus Rift Samsung Gear VR Google Cardboard Sony Project Morpheus Valve Vive
  18. Most reliable hardware wise Good way to actually map intention
  19. Sight, Looking around, examining the world It works better in vr delivers presence and a sense of wonder
  20. Sight, Looking around, examining the world It works better in vr delivers presence and a sense of wonder
  21. Sight, Looking around, examining the world It works better in vr delivers presence and a sense of wonder
  22. Sight, Looking around, examining the world It works better in vr delivers presence and a sense of wonder
  23. Sight, Looking around, examining the world It works better in vr delivers presence and a sense of wonder
  24. Sight, Looking around, examining the world It works better in vr delivers presence and a sense of wonder
  25. Oculus Rift Samsung Gear VR Google Cardboard Sony Project Morpheus Valve Vive
  26. no arms, no figner movements Simplified gestures & interactions
  27. our focus become what we interact with Steering wheel / Tomato / Gun … what ever, get rid of what's not right !! Your hand!
  28. no arms, no figner movements we epxress
  29. Sight, Looking around, examining the world It works better in vr delivers presence and a sense of wonder
  30. Sight, Looking around, examining the world It works better in vr delivers presence and a sense of wonder
  31. Avoid vertical acceleration Avoid tilting or flipping the horizon Avoid high speed impacts Avoid dramatic changes in velocity Be aware of the inner ear ^_^