ADDC 2017 - Laura Hernández: VR killed the 16:9 star?

ADDC 2017 - Laura Hernández: VR killed the 16:9 star?

How can we deal with VR? Learning how to design for these new technologies has become a basic necessity, but we don't have always the hardware or the resources to do it by our own. That's why I would like to share my expertise, a few tips and most of all, my mistakes while designing motion graphics and interfaces for this virtual worlds.

More about the talk, authors & slides: https://addconf.com/talks/9/
Read about the conference: https://addconf.com

Transcript

  1. None
  2. Hi!

  3. From Galicia with love

  4. From Galicia with love

  5. I’m studying the coolest thing ever!!

  6. Life after design school?

  7. Best experience ever…

  8. Saul Bass is the Boss

  9. Tech+Design+Team=<3

  10. So… Virtual What?

  11. Hello Facebook 360!

  12. 360º vs. VR

  13. When you get out of the (VR) Matrix

  14. Where to start?

  15. VR = No boundaries

  16. VR = No clicking (as we know it)

  17. Escape + Saló del cinema i les series

  18. Escape!, interactive 360 video VR?

  19. Metaverse

  20. Ergonomics 0º 70º 102º -102º 77º -77º 84º 134º -70º

    -84º CONTENT ZONE PERIPHERAL ZONE CURIOSITY ZONE VIDEO 180 NAVIGATION MENU TRADITIONAL TV SCREEN SETTINGS & EXIT 3840 1920 OPTICAL CENTER -1920 1920 900 540 BG FG
  21. Present technology

  22. Future technology

  23. Future technology

  24. Visuals : Type & resolution

  25. Visuals: Motion

  26. Twist, and turn to VR

  27. VR Metaphors: teleportation

  28. VR Metaphors: teleportation

  29. VR Metaphors: internalization

  30. VR Metaphors: internalization

  31. VR Metaphors = Literally

  32. Triggers: Play hide & seek carefully

  33. People spent 75% of their time within the front 90

    degrees of a video.
  34. Learnability process in progress

  35. Avatars

  36. Let’s be social

  37. So…

  38. None
  39. Thanks! @_laurahb