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UI in VR

UI in VR

If you were working a VR food truck, how would you let the simulation know you were ready to leave? Try to walk out the door? Look for a “exit” button? In Job Simulator, you take a bite out of a burrito labeled “quit” - twice to confirm your choice. It’s just one of many ways designers are experimenting with UI design in VR.

In this talk, Senior UX Instructor Nick Anderson will explore the Wild West of VR UI design, from simple floating interfaces to true-to-life, fully integrated experiences. We’ll look at indications of where we can expect these trends to go next, and how it will impact the jobs of UX Designers. Finally, we’ll explore how gamification design plays a role in simulated experiences.

Nick Anderson

August 12, 2019
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Transcript

  1. Hi, I’m Nick • Distinguished Faculty at General Assembly Denver

    • UX Product Advisory Board Chair for GA Internationally • Co-Founder and Senior Lead Dad to his daughter Quinn, alongside his wife Katy and their two cats Gin and Tonic
  2. Affordances & Heuristics Affordances & Heuristics But First: Plus a

    brief recap of the industrial revolution and better living in postwar america
  3. Affordances - No tangible interface - Mouse use has to

    be learned - No obvious points of interaction X X Heuristics - No relatable previous experience - No familiar patterns - No understanding of what it does, or how (except for power users)
  4. JK

  5. I’ll have the uh . . . Plasma Rifle with

    the Large flaming demon. Hold the grenades.
  6. DESIGNED for Immersion But only When the UI is Designed

    for Immersion Immersion Immersion VR Can offer
  7. Goals: - Present seamless immersion - Require little to no

    learning curve from users Blockers: - Current design patterns are lacking - Exploring new patterns is time-consuming and expensive
  8. Heuristic Evaluation #1 Subject: Rob Anderson (Dad) Age: 66 Notable

    conditions: • Severe Rheumatoid Arthritis Game: Superhot Gaming Experience: N00b
  9. AFFORDANCES - Without FULL BODY integration, it can be hard

    to find affordances. X HEURISTICS - VR recreates PHYSICAL spaces that can be designed to be familiar
  10. Heuristic Evaluation #2 Subject: Jeff Payne Age: 40 Notable conditions:

    • Easily Frustrated • 5 Bourbons deep Game: Job Simulator & Beat Saber Gaming Experience: Stopped at Resident Evil
  11. Don’t tell me what to do User action is skewed

    in a consequence-free environment X X
  12. X

  13. RELY ON Experimentation AS A CORE MECHANIC VR requires users

    to rediscover affordances & heuristics Users discover by “doing”, SO: Create a forgiving, consequence-free environment, - OR - Give strong indication on how actions will affect the world
  14. “Anything you see, you should be able to interact with

    And touch the way you think you could” “Anything you see, you should be able to interact with And touch the way you think you could” - An actual VR Design Pattern
  15. X

  16. Frameworks - Designing for VR: A Beginners Guide by Blake

    Hudelson 1. Mozilla A-Frame is for Web VR and can be used platforms such as Google Cardboard, Samsung Gear, and Oculus Rift 2. Daydream VR is for midrange VR and works with mobile phones only 3. Unity VR/Unreal SDK are for high end headsets including Oculus Rift, HTC Vive, and HoloLens (AR).
  17. - Alex Schwartz, CEO of Owlchemy Labs “You can never

    know how good something’s going to be in VR until you try it out with a headset, with your hands, and it either clicks or it doesn’t. That means the fastest you can iterate is the best for development. We’re not going to sit down and write a [game design document], because it’s going to be wrong. We just try it out in VR.”
  18. That’s IT! THat’s it! THanks for listening to me talk

    Questions, comments, want to hear me talk more? [email protected]