Upgrade to Pro — share decks privately, control downloads, hide ads and more …

UX Design for Virtual Reality

UX Design for Virtual Reality

A background around VR for designers and an overview of the various user interface and UX problems we faces as creators of digital products.
NOTE: Unfortunately this must be posted as PDF rather than PPT and so the GIFs inside are not animated.

Rebecca Torbockin

June 30, 2016
Tweet

More Decks by Rebecca Torbockin

Other Decks in Design

Transcript

  1. UX Design for Virtual Reality O R I, FOR ONE,

    WELCOME OUR VIRTUAL OVERLOARDS! @torbochkina | @IxDAPGH | #uxvrpgh Slides = goo.gl/9lwAUR
  2. ABOUT ME UX consultant + game designer Sci-fi + fantasy

    author (Lots of interests colliding in VR) @torbochkina | @IxDAPGH | #uxvrpgh Slides = goo.gl/9lwAUR
  3. NOTE Lots of GIFs incoming Some with mild / non-graphic

    / cartoony violence @torbochkina | @IxDAPGH | #uxvrpgh Slides = goo.gl/9lwAUR
  4. 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 @torbochkina | @IxDAPGH | #ux4vrpgh
  5. Main systems • Mobile | Google Cardboard, Samsung GearVR •

    Immersive | Oculus Rift, HTC Vive • Console | PlayStation VR, Xbox? @torbochkina | @IxDAPGH | #ux4vrpgh
  6. Virtual Reality right now consists of: COMPUTER SPACE HEAD MOUNTED

    DISPLAY INPUT TRACKING HEAD, HANDS, FEET, SEAT, ETC. @torbochkina | @IxDAPGH | #ux4vrpgh
  7. Difference between AR + VR • Augmented = Overlaid on

    reality = Google Glass • Virtual = Different world • Similar UI patterns • Potentially very different usage environment • Also not talking about room or holodeck style VR @torbochkina | @IxDAPGH | #ux4vrpgh
  8. 3D + Haptic + Audio + Interaction or “a room

    within which the computer can control the existence of matter” @torbochkina | @IxDAPGH | #ux4vrpgh
  9. There’s a lot of work for designers to do! (Yay!)

    @torbochkina | @IxDAPGH | #ux4vrpgh
  10. P R O B L E M : What experiences

    are best suited to VR? @torbochkina | @IxDAPGH | #ux4vrpgh
  11. Too early to say but… • Immersive, Physical, Spatial •

    Long form, worthy of concentration and attention • Not in need of text input or extensive reading • Likely good: Some games, renovation, training, therapy… • Not yet proven: Reading, writing, work tasks, advertising-centric… • Most importantly: Worth putting on goggles for @torbochkina | @IxDAPGH | #ux4vrpgh
  12. P R O B L E M : How do

    we architect information for VR? @torbochkina | @IxDAPGH | #ux4vrpgh
  13. Site maps IA = Search Wireframes Labeling Content Models Controlled

    Vocab Hierarchy Taxonomy Topology Navigation @torbochkina | @IxDAPGH | #ux4vrpgh Organization Schemes
  14. Site maps IA = Search Wireframes Labeling Content Models Controlled

    Vocab Hierarchy Taxonomy Topology Navigation @torbochkina | @IxDAPGH | #ux4vrpgh Organization Schemes
  15. Relationships between pages A favorite I still find myself referring

    to: Visual Vocab via Jesse James Garrett http://www.jjg.net/ia/visvocab/
  16. So how do we structure the information that the user

    needs? @torbochkina | @IxDAPGH | #ux4vrpgh
  17. We break things into spaces and moments instead. (Still figuring

    this out really) @torbochkina | @IxDAPGH | #ux4vrpgh
  18. P R O B L E M : Which inputs

    should we support? @torbochkina | @IxDAPGH | #ux4vrpgh
  19. They are legion: • HTC Vive Controllers • Xbox Gamepad

    • Oculus Remote • Oculus Touch • Leap Motion • PlayStation Controllers @torbochkina | @IxDAPGH | #ux4vrpgh • One button Cardboard • Mini touchpad on GearVR • Specialized controllers like flight sticks?! • Weird haptic accessories? • 4D Platforms like the Omni
  20. Wide range of context of use: • Seated • Standing

    • Small rooms • Large rooms • At home • On the go @torbochkina | @IxDAPGH | #ux4vrpgh
  21. P R O B L E M : How do

    we best bring users into (and out of) our virtual worlds? @torbochkina | @IxDAPGH | #ux4vrpgh
  22. IA of most early experiences + demos: A room or

    A world You’re in a VR ROOM! LOOK! WHOA!!!!! @torbochkina | @IxDAPGH | #ux4vrpgh
  23. A little more, but still very simple (no or 1

    menu) Instructions Let’s get adjusted. How do we do this? OK, let’s go. Lobby Experience / Room @torbochkina | @IxDAPGH | #ux4vrpgh
  24. P R O B L E M : How do

    we represent the user? The controllers? @torbochkina | @IxDAPGH | #ux4vrpgh
  25. No clear best practice • Not at all • With

    a new controller customized to your experience • Glowing orbs • With generic or transparent human hands and no body • With specific hands and/or body of a character you play @torbochkina | @IxDAPGH | #ux4vrpgh
  26. P R O B L E M : What kinds

    of UIs are best suited to VR experiences? @torbochkina | @IxDAPGH | #ux4vrpgh
  27. For flat UI, where do we anchor it? • Air?

    • Wall? • Ground? • In a dashboard? • On a physical object? @torbochkina | @IxDAPGH | #ux4vrpgh
  28. The great beyond • A character that talks to you?

    • Voice recognition? • A door or place you move through? • Something else? • No “UI” at all
  29. P R O B L E M : How do

    we keep experiences comfortable? @torbochkina | @IxDAPGH | #ux4vrpgh
  30. Not making people sick • High latency and performance •

    Minimize moving cameras outside of user control • Noses + vehicle frames • Design for comfort • Seated experiences • Teleportation • Clear content warnings @torbochkina | @IxDAPGH | #ux4vrpgh
  31. P R O B L E M : How do

    we effectively collaborate with developers? @torbochkina | @IxDAPGH | #ux4vrpgh
  32. How do we collaborate? • In 3D – Unity, 3D

    environments, physical models • Establish vocabulary • Lots of iteration • Lots of user testing
  33. Does this cat herald the impending doom and inevitable demise

    of humanity and/or human consciousness as we know it???
  34. Thank you Twitter: @torbochkina Want more? Next PGH VR Meetup

    July 24! slides: https://goo.gl/9lwAUR game: astralshard.com books: rkthorne.com consulting: scarletinteractive.com @torbochkina | @IxDAPGH | #ux4vrpgh
  35. 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
  36. References • 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
  37. 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/
  38. 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