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Designing for Virtual Reality | Abstractions 2016

Designing for Virtual Reality | Abstractions 2016

An overview of the current state of virtual reality with an eye towards design, as well as some problems and best practices for creating your own experiences.

Rebecca Torbockin

August 20, 2016
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  1. ABOUT ME UX designer | Game designer SFF Author |

    Organizer of PGH VR Meetup (Lots of passions colliding in VR)
  2. Research by and copyright copyright Hunter Hoffman, University of Washington:

    https://www.hitl.washington. edu/projects/vrpain/ Images copyright NBC News: http://www.nbcnews.com/vi deo/rock-center/49849152
  3. Main systems • Mobile | Google Cardboard, Samsung GearVR •

    Immersive | Oculus Rift, HTC Vive • Console | PlayStation VR, Xbox?
  4. What about AR? •Augmented = Overlaid on reality = Pokemon

    GO •Virtual = Different world •Similar UI patterns •Potentially very different usage environment •Also not talking about room or holodeck style VR
  5. What about 360 Film and Video? •360 Film = Not

    interactive •But potentially more real •Massive journalistic and documentary potential
  6. P R O B L E M : What experiences

    are best suited to VR?
  7. More successful (?) •Immersive, Physical, Spatial •Long form •Worthy of

    concentration and attention •Some games, training, therapy, tourism…
  8. Less successful… •Anything that needs text input •Anything that needs

    extensive reading •Writing, work tasks, advertising-centric… •Needs to be worth putting on goggles for
  9. P R O B L E M : How do

    we architect information for VR?
  10. Site maps IA = Search Wireframes Labeling Content Models Controlled

    Vocab Hierarchy Taxonomy Topology Navigation Organization Schemes
  11. Site maps IA = Search Wireframes Labeling Content Models Controlled

    Vocab Hierarchy Taxonomy Topology Navigation Organization Schemes
  12. Relationships between pages A favorite I still find myself referring

    to: Visual Vocab via Jesse James Garrett http://www.jjg.net/ia/visvocab/
  13. P R O B L E M : Which inputs

    should we support?
  14. They are legion •HTC Vive Controllers •Oculus Touch •PlayStation Controllers

    •Xbox Gamepad •Oculus Remote •Leap Motion • One button Cardboard • Mini touchpad on GearVR • Specialized controllers like flight sticks • Haptic accessories? • 4D Platforms like the Omni
  15. P R O B L E M : How do

    we represent the user? The controllers?
  16. P R O B L E M : What kinds

    of UIs are best suited to VR experiences?
  17. P R O B L E M : How do

    we keep experiences comfortable?
  18. Comfort •Too small spaces, too large spaces •Giant things, Things

    about to crush you or stab you •Things intersecting with you
  19. Best practices •Minimize moving cameras outside of user control •Noses

    + vehicle frames •Audio •High latency and performance
  20. Why you should care •These memories are more real •One

    bad experience is all it takes •Explore all you want, but give clear content warnings
  21. P R O B L E M : How do

    we collaborate?
  22. Does this virtual cat herald the impending doom and inevitable

    demise of humanity and/or human consciousness as we know it???
  23. Thank you Find me @torbochkina Want more? Join us at

    PGH VR MEETUP! Slides: https://goo.gl/9lwAUR Game: astralshard.com Consulting: scarletinteractive.com
  24. Further reading: • UX Pointers for VR Design, by Timoni

    West • https://medium.com/@timoni/ux-pointers-for-vr-design-dd52b718e19#.btjlsgfqa • LeapMotion’s VR Design Best Practices • https://medium.com/@LeapMotion/vr-design-best-practices-bb889c2dc70#.92nmn180c • Design Insights for Virtual Reality UX, Punchcut • https://uxdesign.cc/design-insights-for-virtual-reality-ux-7ae41a0c5a1a#.1q6in8yv1 • Goodbye Metaphors, Hello World—Interface Design in Virtual Reality, by Austin McCasland • https://medium.com/yvr/goodbye-metaphors-hello-world-interface-design-in-virtual-reality-d2462e52a029#.mvqtimprw
  25. References • Long-Term Training with a Brain-Machine Interface-Based Gait Protocol

    Induces Partial Neurological Recovery in Paraplegic Patients http://www.nature.com/articles/srep30383 Quartz coverage: http://qz.com/757516/paraplegics-are-learning-to-walk-again-with-virtual-reality/ • Research on the positive effects of games: • http://www.ted.com/talks/jane_mcgonigal_the_game_that_can_give_you_10_extra_years_of_life • https://www.superbetter.com/ • https://janemcgonigal.com/ • Bullet Train: http://www.theverge.com/2015/9/24/9392659/bullet-train-oculus-touch-epic-games-virtual- reality • Gifs of Valve HTC Vive Demo / Launch videos: http://www.techinsider.io/what-virtual-reality-looks-like-photos- 2016-4 | Video itself: https://www.youtube.com/watch?v=qYfNzhLXYGc • Industrial training: http://www.virtalis.com/media/galleries/?tags=training • Ikea VR Experience: http://store.steampowered.com/app/447270/ • Oculus Toybox gif: http://www.huffingtonpost.com/sophia-dominguez/what-happened-at-oculus- c_b_8234326.html • Van Gogh world: The Night Café, by Borrowed Light VR • Eve Valkyrie space game gif: http://kotaku.com/one-wild-occasionally-nauseating-week-of-virtual-reali- 1767442615
  26. References • Woman next to man using Leap Motion Gif

    https://medium.com/@downtohoerth/i-love-vr-but-hundreds-of- thousands-of-people-think-i-hate-it-5a3e803ea3e0#.kb3sj3v0r • Child falling using Vive: http://www.theverge.com/2016/3/10/11196388/virtual-reality-table-gif • Samsung Gear VR Users: via Austin Evans BIT.LY/1QJZTKG • VR History: http://www.vrs.org.uk/virtual-reality/history.html • VR History: http://www.theatlantic.com/technology/archive/2016/03/virtual-reality-is-just-television-for-the- computer-junkie/475632/ • VR History: http://www.theverge.com/a/virtual-reality/ • Images of Palmer Luckey: http://www.smithsonianmag.com/innovation/how-palmer-luckey-created-oculus-rift- 180953049/?all • Oculus prototype images: https://forums.oculus.com/community/discussion/7544/listing-of-all-oculus-rift- versions • Oculus protoype images: http://arstechnica.com/gaming/2012/09/virtual-realitys-time-to-shine-hands-on- with-the-oculus-rift/ • VR Icons via Noun Project, designers names on images themselves • Matrix images: http://www.nowverybad.com/the-matrix-1999/
  27. References • Visual Vocab by Jesse James Garret http://www.jjg.net/ia/visvocab/ •

    World of Warcraft screenshot: BIT.LY/1KKJ6KT • GUIDEDMEDITATIONVR.COM • Airmech gameplay video: https://www.youtube.com/watch?v=8r6jI9Xp0fY • VRDC Fantastic Contraption ”Menus Suck” by Colin Northway: http://www.gdcvault.com/play/1023668/Menus • About Fantastic Contraption Trailers: http://vrscout.com/projects/fantastic-contraption-htc-vive-mixed- reality/ • Fantastic Contraption playthrough https://www.youtube.com/watch?v=FG7r2D02Qz0 • Teleporting Interactions: http://www.gamasutra.com/view/news/266687/Do_the_locomotion_How_VR_devs_are_expanding_the _virtual_space.php • eVRydayVR CV1 Oculus Home Walkthrough: https://www.youtube.com/watch?v=emO-eUL2YP4 • VR Interface Design Pre-Visualisation Methods https://www.youtube.com/watch?v=id86HeV-Vb8