Slide 1

Slide 1 text

Welcome #frontmuc

Slide 2

Slide 2 text

CURRENT STATE OF everything you need to know about
 designing and developing for virtual reality PROTOTYPING FOR VR Thomas Gläser & Xaver Löffelholz
 Delightex GmbH
 06. Sep 2016 @ Frontend Developer Meetup Munich

Slide 3

Slide 3 text

@Thomas_Glaeser @XaverLoe delightex.com

Slide 4

Slide 4 text

No content

Slide 5

Slide 5 text

cospaces.io

Slide 6

Slide 6 text

$30B
 VR revenue
 share estimated
 by 2020 Virtual reality is going to be big

Slide 7

Slide 7 text

1. Requirements
 2. Best practices
 3. Prototyping process Today we want to talk about…

Slide 8

Slide 8 text

1. Requirements

Slide 9

Slide 9 text

What it is How it feels

Slide 10

Slide 10 text

Immersion

Slide 11

Slide 11 text

Popular things to do in VR

Slide 12

Slide 12 text

Watch a movie Within VR Google Spotlight Stories

Slide 13

Slide 13 text

Dive into another world Shark VR DinoTrek VR

Slide 14

Slide 14 text

dtelepathy.com/blog/philosophy/ux-guide-designing-virtual-reality-experiences Games, Movies, Training, Education, Shopping, Customer Service, Sales, Advertising, Communication, Journalism, Social Media, Traveling, Architecture, City Planning, Dating, Team Collaboration, Porn… What else? More scenarios for VR

Slide 15

Slide 15 text

1.1 Ergonomic requirements
 Field of view & range of motion

Slide 16

Slide 16 text

30° Field of view (FOV) 20m 0.5 - 1m VR Interface Design Pre-Visualisation Methods Designing for Daydream - Google I/O 2016 80°
 Range of motion
 (ROM) 120°
 max. ROM Ergonomic requirements

Slide 17

Slide 17 text

Main Content Zone Curiosity
 Zone Peripheral Zone No-No
 Zone VR Interface Design Pre-Visualisation Methods Designing for Daydream - Google I/O 2016 Ergonomic requirements

Slide 18

Slide 18 text

Ergonomic requirements 10° -20° 80° -80° 20m 0.5 - 1m VR Interface Design Pre-Visualisation Methods Designing for Daydream - Google I/O 2016

Slide 19

Slide 19 text

1.2 Tech requirements
 Devices & interactions

Slide 20

Slide 20 text

15 EUR
 6M sold
 so far Cardboard 2.0
 1 button google.com/get/cardboard Mobile
 VR Most popular mobile headset

Slide 21

Slide 21 text

Samsung Gear VR
 Touchpad + back button samsung.com/global/galaxy/wearables/gear-vr/ Best mobile headset 100 EUR Mobile
 VR

Slide 22

Slide 22 text

Google Daydream
 3DOF controllers with touchpad + 2 buttons vr.google.com/daydream Coming this fall estimated
 100€ Mobile
 VR

Slide 23

Slide 23 text

HTC Vive
 2x 6DOF controller
 with touchpad and buttons htcvive.com Room-scale
 VR oculus.com Oculus Rift
 Gamepad or
 2x 6DOF controller with joystick + buttons (coming 12/2016) around
 800€

Slide 24

Slide 24 text

Devices & Platforms Room-scale
 VR Mobile
 VR Oculus Home
 Android App Oculus Home Steam VR App Store
 Google Play

Slide 25

Slide 25 text

Beyond the VR controller Hand- tracking Eye- tracking Mind Events leapmotion.com getfove.com

Slide 26

Slide 26 text

1.3 Human requirements
 VR sickness

Slide 27

Slide 27 text

Sensory cue missmatch
 between visual perception and vestibular system http://www.roadtovr.com/7-ways-move-users-around-vr-without-making-sick/2 http://uploadvr.com/five-ways-to-reduce-motion-sickness-in-vr

Slide 28

Slide 28 text

High frame rate High-precision low-latency tracking vg247.com/2016/03/17/sony-is-probably-going-to-reject- playstation-vr-games-below-60-fps https://www3.oculus.com/en-us/touch Technical solutions 60+ Frames per second

Slide 29

Slide 29 text

No content

Slide 30

Slide 30 text

youtube.com/watch?v=lHzCmfuJYa4

Slide 31

Slide 31 text

2. Best practices
 Design patterns for VR

Slide 32

Slide 32 text

Selecting
 Reticle

Slide 33

Slide 33 text

No content

Slide 34

Slide 34 text

No content

Slide 35

Slide 35 text

No content

Slide 36

Slide 36 text

No content

Slide 37

Slide 37 text

Selecting
 Fuse button

Slide 38

Slide 38 text

No content

Slide 39

Slide 39 text

No content

Slide 40

Slide 40 text

Selecting
 Ground menu

Slide 41

Slide 41 text

No content

Slide 42

Slide 42 text

Selecting
 Laserpointer (ray casting)

Slide 43

Slide 43 text

No content

Slide 44

Slide 44 text

Selecting
 Controller menu

Slide 45

Slide 45 text

No content

Slide 46

Slide 46 text

Selecting
 Dashboards (Spatial UI)

Slide 47

Slide 47 text

No content

Slide 48

Slide 48 text

Text display
 Head-up

Slide 49

Slide 49 text

No content

Slide 50

Slide 50 text

Text display
 In space

Slide 51

Slide 51 text

No content

Slide 52

Slide 52 text

No content

Slide 53

Slide 53 text

Interacting in space Diegetic UI solutions

Slide 54

Slide 54 text

No content

Slide 55

Slide 55 text

Moving
 Teleporting (inner space)

Slide 56

Slide 56 text

No content

Slide 57

Slide 57 text

No content

Slide 58

Slide 58 text

No content

Slide 59

Slide 59 text

Moving
 Teleporting (outer space)

Slide 60

Slide 60 text

No content

Slide 61

Slide 61 text

Moving
 Free walking

Slide 62

Slide 62 text

No content

Slide 63

Slide 63 text

Text input Speech & keyboard

Slide 64

Slide 64 text

No content

Slide 65

Slide 65 text

Providing guidance Audio feedback

Slide 66

Slide 66 text

No content

Slide 67

Slide 67 text

Supporting immersion Spatial audio

Slide 68

Slide 68 text

No content

Slide 69

Slide 69 text

No content

Slide 70

Slide 70 text

3. Prototyping process
 for a better UX in VR

Slide 71

Slide 71 text

No content

Slide 72

Slide 72 text

Bring a 2D dashboard to VR

Slide 73

Slide 73 text

Inspired by reality

Slide 74

Slide 74 text

No specific VR tools right now,
 but game engines… unity3d.com

Slide 75

Slide 75 text

No content

Slide 76

Slide 76 text

assetstore.unity3d.com/

Slide 77

Slide 77 text

https://developers.google.com/vr/unity/

Slide 78

Slide 78 text

http://dentedpixel.com/LeanTweenDocumentation/classes/LeanTween.html LeanTween.move(gameObject, new Vector3(0f,1f,2f), 1f).setEase(LeanTweenType.easeInQuad).setDelay(1f);

Slide 79

Slide 79 text

No content

Slide 80

Slide 80 text

No content

Slide 81

Slide 81 text

Fidelity of prototype

Slide 82

Slide 82 text

User testing

Slide 83

Slide 83 text

Hand over to development

Slide 84

Slide 84 text

Sizes and distances

Slide 85

Slide 85 text

Code snippets

Slide 86

Slide 86 text

Final Gear VR App

Slide 87

Slide 87 text

http://www.uxofvr.com

Slide 88

Slide 88 text

It’s pioneer work, baby!

Slide 89

Slide 89 text

delightex.com/#join-us We like pioneers @ Delightex

Slide 90

Slide 90 text

One more thing

Slide 91

Slide 91 text

Sneak peek: Scripting in CoSpaces

Slide 92

Slide 92 text

Example on GitHub github.com/delightex/cospaces-scripts

Slide 93

Slide 93 text

Sign up for CoSpaces scripting
 early access

Slide 94

Slide 94 text

Hasta la vista.
 Questions? @cospaces_io
 @Thomas_Glaeser
 @XaverLoe