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Prototyping for VR

Thomas Gläser
September 06, 2016

Prototyping for VR

This talk gives an overview about the technology, requirements and everything you need to know about
 designing and developing for virtual reality. A recording of this talk is available here: https://youtu.be/63iiHRtHnuU

Thomas Gläser

September 06, 2016
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Transcript

  1. 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
  2. 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
  3. 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
  4. 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
  5. Ergonomic requirements 10° -20° 80° -80° 20m 0.5 - 1m

    VR Interface Design Pre-Visualisation Methods Designing for Daydream - Google I/O 2016
  6. 15 EUR
 6M sold
 so far Cardboard 2.0
 1 button

    google.com/get/cardboard Mobile
 VR Most popular mobile headset
  7. 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€
  8. Devices & Platforms Room-scale
 VR Mobile
 VR Oculus Home
 Android

    App Oculus Home Steam VR App Store
 Google Play