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UX Design dans la réalité virtuelle

mozilla_fr
November 15, 2019

UX Design dans la réalité virtuelle

Présentation de Pol Goasdoué à EEMI

mozilla_fr

November 15, 2019
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  1. UX is not Dessiner de jolies interfaces trop dans le

    vent Appliquer des principes ergonomiques à la pelle Que le buzzword marketeux web de l’année Rendre tout facile et intuitif L’UX design, ce n’est pas…
  2. What is UX ? Contexte = immersion plus ou moins

    complète / exclusive, immersive UX design is « entirely » focused on solving the users’ problems L’expérience ne se limite pas à l’usage d’un dispositif numérique (qu’elle qu’en soit la nature) il faut la considérer comme un continuum : un avant / un pendant / un après 0. Tout est question de contexte
  3. What is UX ? 1. Meet the users’ needs Les

    besoins des users sont contextuels de leurs attentes et de la proposition initiale. Pourquoi vais je utiliser la VR / AR / MX ?
  4. What is UX ? 2. Know where you are in

    the design process Design process can be overwhelming
  5. What is UX ? 3. Have a clear hierarchy Hierarchy

    that is associated with how content or information is organized throughout the design. Visual hierarchy, which allows users to navigate easily
  6. What is UX ? 4. Keep it consistent Mental models

    Inévitables comparaisons avec d’autres contextes plus ou moins riches Usages exclusifs vs additifs (écouter de la musique sur Spotify en shoppant sur Amazon)
  7. What is UX ? 5. Understand accessibility VR / AR

    / XR « W3C » ? Fracture numérique supplémentaire (coûts et accessiblité / 4G + 5G)
  8. What is UX ? 6. Context is key L’expérience actuelle

    de la VR n’est pas (encore) multi-contextuelle l’AR, faute de lunettes grand public reste du domaine de la spéculation.
  9. What is UX ? 7. Usability first most crucial user

    experience design principles it won’t strike a chord with the user unless it is safe and easy to use.
  10. What is UX ? 8. Less is more Reducing the

    operational and cognitive costs of the users. Lighten cognitive load Simplicity as opposed to clutter or over-decoration Ludwig Mies van der Rohe. architect
  11. What is UX ? 9. Use plain language UX-focused copywriting

    should avoid technical terms, jargons…
  12. What is UX ? 10. Typography is powerful “Typography is

    the craft of endowing human language with a durable visual form.” Robert Bringhurst poet / typographer
  13. What is UX ? 11. Feedback matters when a user

    clicks on something, he’ll need a response from the product to understand that his command has been received. Feedback is a crucial way to encourage communication between humans and machines.
  14. What is UX ? 12. Confirm before you… Accidents happen

    all the time. One common digital example: a person may unintentionally place an order.
  15. What is UX ? 13. The user is in control

    User control focuses on greater flexibility of use and better control of where a user is within a design or product, enhancing user experience.
  16. What is UX ? 14. Design with personality/storytelling Adding personality

    to your design gives it the human touch that makes it more attractive and usable
  17. What is UX ? Jesse James Garret UX designer 14.

    State of UX / UI The Elements of User Experience: User-Centered Design for the Web and Beyond
  18. What is UX ? 15. Visual grammar & gestalt principles

    Where pyschology meets graphic design
  19. What is UX ? (pre#1)Conclusion Hierarchy 1. information architecture 2.

    Visual Hierarchy Consistency Do we have to reinvent the wheel ? Confirmation Preventing errors is one of our key goals as designers. User Control 1. over where they are in the product and what they’re doing 2. give more to advanced users (power users)
  20. What is UX ? You’re an UX designer surrounded by

    lead techs, agile teams, 3D designers, Marketing team, C Level waiting for a (too early) clear signal of UX ROI… (real pre)Conclusion
  21. Focus UX > User Control Natures des interactions objectives :

    - Gestes - Récent mais pas nouveau User Control
  22. Focus UX > User Control Natures des interactions objectives :

    - Voix - récent mais pas nouveau. (SIRI 2010) - Son spatial - pas nouveau User Control
  23. Focus UX > User Control En creux de ces bonnes

    pratiques, une etude de Jarrod Knibbe suggère des pistes d’optimisation dans « The Dream is Collapsing: The Experience of Exiting VR ». User Control
  24. Focus UX > User Control 1. users tend to lose

    track of their position and orientation in the real world 2. movements in the virtual world are minified = that is, bigger movements in the real world translates to smaller movements in the virtual world. Verbatim : “It was a bit disorienting because I had expected to be facing the other way.” “I thought I was just maybe (at a) 0–20 degree angle but I was like at 45.” Spatial disorientation
  25. Focus UX > User Control 1. Transitions brusques 2. Fin

    abrupte Verbatim : “I was in a dream that I knew I had to wake up.” Losing control
  26. Focus UX > User Control Removing the headset results in

    drastic changes to visual stimuli. Verbatim : “I think I had to adapt because the contrast (in reality) is much higher.” Sensory adaptation
  27. Focus UX > User Control Using VR in front of

    other people can be embarrassing for some users. Verbatim : “I hear laughter around me while using the application. This made me feel self-conscious. » User Control Social environment
  28. Focus UX > User Control Keep endings open consider keeping

    the scene and let the users decide for themselves when they are ready to take off the head-mounted display. This gives them more control over the exit.
  29. Focus UX > User Control Apply soft transitions consider slowly

    fading out the virtual world while gradually revealing the real world Verbatim « I need to calm down my brain »
  30. Focus UX > User Control Align objects to the room

    Consider repositioning virtual objects of interest against the physical walls of the room to suggest the actual dimensions of the room.
  31. Focus UX > User Control Display an ability dashboard Onaboard

    users with a clear scope of VR ability and eventually (new) abilities propositions & tests
  32. Focus UX So ? De (lourds) moyens d’expertises techniques Prototypages

    / tests ardus à réaliser en cycle d’optimisation continue (et courts) …
  33. Focus UX Des scénarios d’usages pardi ! Des User Stories,

    des personas « crédibles », des contextes (à définir), des histoires variées qui dévoilent des feature requests, des hypothèses…