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UXINDIA18 - User Experience Approach in Virtual...

uxindia
October 05, 2018

UXINDIA18 - User Experience Approach in Virtual Realm

Immersive Demo session 30 min - Day 2

uxindia

October 05, 2018
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  1. ©2018 Infostretch. All rights reserved. 2 Overview • What is

    AR and VR? • Adoption of AR/VR Technologies • Retail Experience in AR/VR • UX for AR/VR
  2. ©2018 Infostretch. All rights reserved. 3 What is AR and

    VR? Virtual Reality (VR) creates a digital environment that replaces the user’s real -world environment. Primarily used in gaming and entertainment Augmented Reality (AR) overlays digitally- created content into the user’s real-world environment on the device screen Virtual Reality Augmented Reality
  3. ©2018 Infostretch. All rights reserved. 4 Adoption of AR/VR Technologies

    • Global AR/VR market grew by 72% in 2017 to reach $3.2 Bn, to reach $215 Bn by 2021 (Statista) • ARCore + ARkit = 3.4 Billion Devices by 2022 (Artillary AR) • AR/VR headset shipments will rise 6% to 8.9 million in 2018, reach 65.9 million units by 2022 (IDC Research)
  4. ©2018 Infostretch. All rights reserved. 5 Virtual Reality (VR) •

    3D Environments for building Virtual Experiences: • Leverage 3D objects, panoramic images for creating virtual scenarios • Embed External Media in VR: • Import and place videos, audio clips to making VR experiences more realistic • Interactions with Objects: • Build actions such as clicking, gazing on objects for immersive experiences • Hotspots for Seamless Transitions in VR: • Enable users to continue their virtual journey by gazing without click or tap Capabilities
  5. ©2018 Infostretch. All rights reserved. 6 Augmented Reality (AR) •

    Identification of Objects: • Identification of objects to merge physical objects in digital experiences • Use image based recognition or computer vision • Triggering Actions after Scanning: • Display information to the user as a layer on top of the object • Direct users to specific applications, pages, etc. • Augmenting the Virtual Objects: • Actions buttons to enable users to perform actions such as preview, order, share, etc. Capabilities
  6. ©2018 Infostretch. All rights reserved. 7 Retail Experience in AR/VR

    Evolving Retail Experience • Moved towards online shopping and hence forth being in comfort of home enjoying the experience of shopping Challenges in the adoption of AR/VR technologies • What holds the user back? Do the technologies come up with proper experience? • UX is not about using the technology but feel the technology
  7. ©2018 Infostretch. All rights reserved. 8 Building UX for AR/VR

    Honest, Safe and Protective • Allow the user freedom of choice, safety, exit and privacy without any compulsion or by any trick • Protecting and providing clarity to the users of real and virtual co-ordination • Should allow the user enter the Virtual Reality in a comfortable and mindful way
  8. ©2018 Infostretch. All rights reserved. 9 Building UX for AR/VR

    Logical and Aesthetic • Should let the user enter in a more realistic world rather than a dreamland • The environment should not be messy but much clean and crisp. A clean & aesthetic look makes the user always feel better and come back
  9. ©2018 Infostretch. All rights reserved. 10 Building UX for AR/VR

    Meaningful and Accessible • Should allow the user do what they were unable to do in reality but that does not mean that what they should not do in reality, they would be able to perform in virtual • It is a great tool and the specially abled people should also be able to access
  10. ©2018 Infostretch. All rights reserved. 11 Building UX for AR/VR

    Composed and impactful • Should allow the users have an environment with proper practical approaches to impart presence with comfort and joy • The presence of objects should be with enough impact of its potential