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Designing for VR
Part 1: Environments
JUST A/VR SHOW
Virtual & Augmented Reality
 Virtual Reality: Replacing a user’s physical
world with a computer-generated one
 Example: Oculus Rift
 Augmented / Mixed Reality: Enhancing the
physical world with digital objects
 Example: Microsoft HoloLens
Virtual Reality Today
Designing Great Experiences
Environment
Building
Human
Comfort
Technical
Design
Sense of Self
Environment
Building
IMMERSION & EXPLORATION
ATTENTION
Immersion & Exploration
 User is immediately a part of the environment you’ve built
 Small details matter
 360 degree content is expected
 Users will want to try their own ideas
 Great VR experiences react the way a user expects, even if it isn’t part of the
designed flow
 Even small places can be open for exploration
 Scale makes a huge impact on presence
Designing for Virtual Reality: Environments & Interactions
Designing for Virtual Reality: Environments & Interactions
Attention
 Users have freedom to look anywhere, so capturing and guiding attention is
important
 Audio and visual cues can help nudge users in the right way
 Forced Attention = BAD EXPERIENCE
Designing for Virtual Reality: Environments & Interactions
Designing for Virtual Reality: Environments & Interactions
Human
Experience &
Comfort
PHYSICAL COMFORT
USER ADAPTATION
Physical Comfort
Don’t Make the Player Sick!
Physical Comfort
 Responsible for orienting ourselves in the world… and motion sickness
 Motion sickness occurs when sensory system inputs are not consistent
 Probably the number one concern in VR experiences
The Proprioceptive System
User Adaptation
 Physical differences apply strongly to how someone experiences something in VR
 Height
 IPD
 Gender
 Respect player settings for things like camera placement
 Design environments for a variety of users
Technical Design
DEPTH
HUDS
ANCHOR OBJECTS
COLORS
TEXT
SCREENS
Depth
 Eye focus changes rapidly with distance of objects
 Avoid forcing focus changes too frequently between items at different visual
depths
 Don’t build objects in too closely to the camera placements
HUDS
 “Heads Up Displays”
 Frequently used in video games
 UI elements anchored to the player’s head / camera
 Not impossible, but problematic in VR
 Difficult to keep at a comfortable distance
 Lots of head movement = lots of floating objects
 No clear parallel to a physical-world experience for most
Designing for Virtual Reality: Environments & Interactions
Designing for Virtual Reality: Environments & Interactions
Anchor Objects
 Specific point of reference that the user can orient to
 Stays static in the scene
 Helps prevent motion sickness
 Example: Cockpits
 Example: Virtual nose
Designing for Virtual Reality: Environments & Interactions
Colors
 Shadows and lighting may change the way color appears on dynamic objects and
make things harder to read
 Higher contrast helps make objects stand out from one another, but viewing angle
may change dramatically depending on the user’s position
 Green is the easiest color to read
Text
 Avoid large amounts of text to instruct or inform users of information within a
virtual environment
 Consider how you will draw attention to text within your environment to capture
the user’s attention
Screens
 Curved screens work better than a
single panel
 Translucency or transparency can
help keep your environment
cohesive
 Use sparingly – avoid
overwhelming the user with too
many menus
Sense of Self FORCED BEHAVIORS
VIRTUAL BODIES
Forced Behaviors
 Moving a player involuntarily:
 Breaks presence
 Loses autonomy
 Causes motion sickness
 Stay as close to 1:1 as possible
Don’t force it!
Virtual Bodies
 No body > wrong body
 If users can see it, they expect to act the way their physical self would
 Our brain is surprisingly good at filling in the empty spaces
 Example
 Problem: Hands can be tracked easily, but forearms are harder
 Solution: Draw virtual hands, but leave forearms excluded
Designing for Virtual Reality: Environments & Interactions
Part 2: Input
Stay Tuned!

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Designing for Virtual Reality: Environments & Interactions

  • 1. Designing for VR Part 1: Environments JUST A/VR SHOW
  • 2. Virtual & Augmented Reality  Virtual Reality: Replacing a user’s physical world with a computer-generated one  Example: Oculus Rift  Augmented / Mixed Reality: Enhancing the physical world with digital objects  Example: Microsoft HoloLens
  • 6. Immersion & Exploration  User is immediately a part of the environment you’ve built  Small details matter  360 degree content is expected  Users will want to try their own ideas  Great VR experiences react the way a user expects, even if it isn’t part of the designed flow  Even small places can be open for exploration  Scale makes a huge impact on presence
  • 9. Attention  Users have freedom to look anywhere, so capturing and guiding attention is important  Audio and visual cues can help nudge users in the right way  Forced Attention = BAD EXPERIENCE
  • 13. Physical Comfort Don’t Make the Player Sick!
  • 14. Physical Comfort  Responsible for orienting ourselves in the world… and motion sickness  Motion sickness occurs when sensory system inputs are not consistent  Probably the number one concern in VR experiences The Proprioceptive System
  • 15. User Adaptation  Physical differences apply strongly to how someone experiences something in VR  Height  IPD  Gender  Respect player settings for things like camera placement  Design environments for a variety of users
  • 17. Depth  Eye focus changes rapidly with distance of objects  Avoid forcing focus changes too frequently between items at different visual depths  Don’t build objects in too closely to the camera placements
  • 18. HUDS  “Heads Up Displays”  Frequently used in video games  UI elements anchored to the player’s head / camera  Not impossible, but problematic in VR  Difficult to keep at a comfortable distance  Lots of head movement = lots of floating objects  No clear parallel to a physical-world experience for most
  • 21. Anchor Objects  Specific point of reference that the user can orient to  Stays static in the scene  Helps prevent motion sickness  Example: Cockpits  Example: Virtual nose
  • 23. Colors  Shadows and lighting may change the way color appears on dynamic objects and make things harder to read  Higher contrast helps make objects stand out from one another, but viewing angle may change dramatically depending on the user’s position  Green is the easiest color to read
  • 24. Text  Avoid large amounts of text to instruct or inform users of information within a virtual environment  Consider how you will draw attention to text within your environment to capture the user’s attention
  • 25. Screens  Curved screens work better than a single panel  Translucency or transparency can help keep your environment cohesive  Use sparingly – avoid overwhelming the user with too many menus
  • 26. Sense of Self FORCED BEHAVIORS VIRTUAL BODIES
  • 27. Forced Behaviors  Moving a player involuntarily:  Breaks presence  Loses autonomy  Causes motion sickness  Stay as close to 1:1 as possible Don’t force it!
  • 28. Virtual Bodies  No body > wrong body  If users can see it, they expect to act the way their physical self would  Our brain is surprisingly good at filling in the empty spaces  Example  Problem: Hands can be tracked easily, but forearms are harder  Solution: Draw virtual hands, but leave forearms excluded

Editor's Notes

  • #23: Vox Machinae screenshot