SlideShare a Scribd company logo
DESIGNING FOR
INTERFACE WITHOUT
SCREENS
UX experts are used to designing forms, websites and smartphone
applications. Now they need to re-learn the trade to design
interfaces and interactions in virtual reality.
As a medium, there are very few existing standards, protocols,
and workflows.
It’s like participating in film before cinematography had shot names,
or like participating in the internet before “web designer” was a
position.
Many of the traditional UI elements simply do not work in VR, and a
significant part of the existing UX toolkit is simply inappropriate.
To begin with,
designing for a
flat surface - our
laptop or phone
screens -
is very different
from designing
for a spherical
world with the
user at its centre.
Virtual Reality UX - Designing for Interfaces without Screens
Curved design
You need to stop thinking about the canvas as a surface, and
imagine it as a sphere.
Put it into a VR enviroment, and it
just doesn't work, especially if it's too
wide or tall.
The edges of a flat surface will be
further away from the user's eye
focus, making them blurry and hard
to read.
Take an element as simple as a rectangle, a picture or a video player.
Narrowing the Field
In VR placing any meaningful control element to the periphery
of the field of vision is a bad idea.
Take an element as simple as a rectangle, a picture or a video player.
Put it into a VR enviroment, and it just doesn't work, especially if it's
too wide or tall. The edges of a flat surface will be further away from
the user's eye focus, making them blurry and hard to read.
It's simple biology: your vision is simply not sharp enough on the edges.
Using Z Zones and Depth
Objects that are too close to your eyes will get blurry.
Just raise your hand and start
moving it towards your face - you
simply can't maintain focus when
it's closer than a few inches.
Objects, and especially controls
should never be placed too close
to the user.
On the other hand people are much
better in telling the distance
between two objects in close
distance, than between two objects
far away. If the distance is
important from an interaction point
of view, the objects should be
placed reasonably close to the
user's eyes.
Motion flow
In virtual reality the camera is mapped to the player's head, with it's
focus being at the centre (unless you use eye tracking)
This means you should
never change the
environment against the
head movements, or
force the user turn their
head involutarily.
Both leads to motion
sickness, and being
nauseated.
Of course sometimes you want
to guide the user through the
user interface, towards the
direction where something is
happening. This is where subtle
tools like motion flow comes
into play.
Pressing a button can trigger
the button to extend, or
slowly start moving, gently
guiding the user to turn their
head.
We are implying a direction,
guiding their eye to the next
point of interest.
Moving Interface
It's the opposite of motion flow, when we don't urge the user to look in
a specific direction, but rather move the new elements directly to the
field of view.
Standing the the centre of a
sphere means you don't
see, and you don't know
about UI elements
changing behind your back.
Sometimes it's better to
put them right in the
front of the user.
Capturing attention
The long evolution of the Homo Sapiens trained us to pay
attention to lights and movement - otherwise we probably
won't be here, and predators would rule the Earth. This
evolutionary skill is perfect to capture focus in a virtual reality
environment.
A great example is the game demo Lost by Oculus: they use fireflies in
a dark forest to lead the eyes of the user.
We expect to see more subtle, clever plays on light and
shadow in VR applications and games.
Anchor objects
Virtual reality causes dizziness for a lot of people. Chances are if you
had a bad experience with VR you won't try it again - and definitely
won't try it the third time.
We are used to standing or sitting
still while the world is moving
around us, a good example being
driving. It's not causing nausea,
because we have a visual anchor,
the car dashboard.
Establishing such an anchor object in the virtual space is
something interface designers should consider.
Research suggests even a virtual nose can
help. We all see our nose all the time
anyway, right?
Holophonic sound
Holophonic sounds are amazing in games, but they very well might be
used for VR control interfaces.
Holophonic means 3D sound (the
word itself rhymes with
holography).
The idea is that with listening
through the right equipment you
can tell if the sound is coming
from above, below, or from
behind your back (and not just left
and right, as with the stereo
systems).
Imagine a video start playing outside of your view, and you will hear
_exactly_ where the sound comes from. We are not quite there yet, but
not that far either.
Best Practice UX
1. Virtual experiences are simply better together
2. Virtuality is more impactful when it’s seamless with reality
3. Virtuality should be comfortable
http://realityshift.io/blog/ui-ux-design-patterns-in-virtual-reality
http://www.uxofvr.com/
http://www.cmswire.com/digital-marketing/artificial-intelligence-virtual-reality-and-the-future-of-digital-marketing/
http://www.forbes.com/sites/tomaslaurinavicius/2016/12/04/ux-trends-2017/#52f680857c94
Mike Alger:
https://vimeo.com/141330081 - VR Interface Design Pre-Visualisation Methods
https://vimeo.com/116101132 - VR Interface Design Manifesto
https://drive.google.com/file/d/0B19l7cJ7tVJyRkpUM0hVYmxJQ0k/view
UX Links / References
HOW WE CAN HELP YOU…
SYDNEY / LONDON / SAN FRANCISCO
VR UK FOR
BRANDED CONTENT
CUSTOM USER INTERFACE
VR CONTENT MENU
When users enter your VR world, they need a point of entry into your experience.
This is similar to a website home page. It is the main hub for all your VR content.
How can you creatively us VR to enhance this point of entry?
START VR CONTENT FORMATS
SUMMARY
IMMERSIVE VR NARRATIVE
THE EXPERIENCE
1. IMMERSION
4. PRESENCE3. AGENCY
2. EMBODIMENT
Our unique VR storytelling UX framework offers an immersive, sensory and interactive content experience for
your audience.
CUSTOM UI 360 VIDEO
ASSETS
UX DESIGN PUBLISHING ANALYTICS
VR APPLICATION FRAMEWORK
VR DELIVERY
MULTI PLATFORM
With our Startgate VR platform content can be uploaded once and then easily published to Samsung Gear VR,
Oculus Rift and HTC Vive devices
RHIANNON MONKS
RHIANNON@STARTVR.CO
SYDNEY / LONDON / SAN FRANCISCO
WANNA SEE A DEMO…?

More Related Content

What's hot (20)

PPTX
Introduction to Virtual Reality (VR) for Business - Workshop
Paolo Tosolini
 
PDF
Virtual Reality for Training, Learning, Education and Visualisation
Daden Limited
 
PPTX
Virtual Reality
Dom Cushnan
 
PPTX
VIRTUAL REALITY & AUGMENTED REALITY
HarsshammJeetendra
 
PPTX
Virtualreality
Asadullah KhAja
 
PPTX
Virtual Reality & Augmented Reality
Rajesh Yadav
 
PPTX
virtual reality
Asadullah KhAja
 
PPTX
Virtual Reality Presentation at #HybridLive
Charles Palmer
 
PPTX
Google Cardboard Virtual Reality
Vicky VikRanth
 
DOCX
Virtual reality report
Sumit Kumar Sharma
 
PPTX
Virtual Reality
Akshay Patole
 
PPTX
Developing Virtual Reality Application using Google Cardboard
apurvmmmec
 
PDF
Virtual Reality 2020
Artefact
 
PDF
Easy Virtual Reality
Mark Billinghurst
 
PPTX
Handout: 'Future of Augmented & Virtual Reality' (BDPA Cincinnati, Oct 2015)
BDPA Education and Technology Foundation
 
PPTX
virtual reality ppt
nirav radadiya
 
PDF
Mixed Reality webAR webVR workshop using awe.media
Alex Young
 
PDF
AR / VR -- Rise of Technology
ShaheenTaj10
 
PDF
Virtual Reality in Belgium
Software in Brussels
 
PPTX
Augumented Reality
HariHaranA12
 
Introduction to Virtual Reality (VR) for Business - Workshop
Paolo Tosolini
 
Virtual Reality for Training, Learning, Education and Visualisation
Daden Limited
 
Virtual Reality
Dom Cushnan
 
VIRTUAL REALITY & AUGMENTED REALITY
HarsshammJeetendra
 
Virtualreality
Asadullah KhAja
 
Virtual Reality & Augmented Reality
Rajesh Yadav
 
virtual reality
Asadullah KhAja
 
Virtual Reality Presentation at #HybridLive
Charles Palmer
 
Google Cardboard Virtual Reality
Vicky VikRanth
 
Virtual reality report
Sumit Kumar Sharma
 
Virtual Reality
Akshay Patole
 
Developing Virtual Reality Application using Google Cardboard
apurvmmmec
 
Virtual Reality 2020
Artefact
 
Easy Virtual Reality
Mark Billinghurst
 
Handout: 'Future of Augmented & Virtual Reality' (BDPA Cincinnati, Oct 2015)
BDPA Education and Technology Foundation
 
virtual reality ppt
nirav radadiya
 
Mixed Reality webAR webVR workshop using awe.media
Alex Young
 
AR / VR -- Rise of Technology
ShaheenTaj10
 
Virtual Reality in Belgium
Software in Brussels
 
Augumented Reality
HariHaranA12
 

Viewers also liked (20)

PDF
Designing VR For Humans - Mike Alger
Lex Van Cooten
 
PDF
Virtual Reality Formats - Branded Content
Rhiannon Monks
 
PDF
Start VR New Caledonia Case Study
Rhiannon Monks
 
PDF
Start VR Qantas Case Study
Rhiannon Monks
 
PPT
Augmented Reality; Adding Value to Your Business 2013
Emily Wilkinson
 
PPTX
UX + VR FTW [ACRL e-learning]
Courtney McDonald
 
PDF
Augmented Reality Web Applications with Mobile Agents in the Internet of Things
Teemu Leppänen
 
PDF
UX Disrupted - a new reality for UX design
Louise W. Klinker
 
PPTX
5 Must Know Design Strategies for Better VR Games
Nicole Lazzaro
 
PDF
UX for VR ignite talk
Delightex
 
PDF
Mobile Agents for the Integration of Wireless Sensor Networks and the Interne...
Teemu Leppänen
 
PPTX
Video Marketing Essentials: Search Vs Social #OMSyd
Jamie Andrei
 
PDF
Writing For The Web - 10 minute tutorial/refresher
Jamie Andrei
 
PPTX
True money_Content Strategy
Novia Widya Utami
 
PDF
CaseStudy-Qantas
Lee Stewart
 
PDF
Biosyncing
Denis Hurley
 
PDF
VR - Creating the ultimate reality
Sebastien Kuntz
 
PDF
Online and Social Media Content
Usama Salama
 
PPTX
TC 360 presentation 2017
Sergz Arevalo
 
PPTX
Boost Engagement with Better Content Experiences
Uberflip
 
Designing VR For Humans - Mike Alger
Lex Van Cooten
 
Virtual Reality Formats - Branded Content
Rhiannon Monks
 
Start VR New Caledonia Case Study
Rhiannon Monks
 
Start VR Qantas Case Study
Rhiannon Monks
 
Augmented Reality; Adding Value to Your Business 2013
Emily Wilkinson
 
UX + VR FTW [ACRL e-learning]
Courtney McDonald
 
Augmented Reality Web Applications with Mobile Agents in the Internet of Things
Teemu Leppänen
 
UX Disrupted - a new reality for UX design
Louise W. Klinker
 
5 Must Know Design Strategies for Better VR Games
Nicole Lazzaro
 
UX for VR ignite talk
Delightex
 
Mobile Agents for the Integration of Wireless Sensor Networks and the Interne...
Teemu Leppänen
 
Video Marketing Essentials: Search Vs Social #OMSyd
Jamie Andrei
 
Writing For The Web - 10 minute tutorial/refresher
Jamie Andrei
 
True money_Content Strategy
Novia Widya Utami
 
CaseStudy-Qantas
Lee Stewart
 
Biosyncing
Denis Hurley
 
VR - Creating the ultimate reality
Sebastien Kuntz
 
Online and Social Media Content
Usama Salama
 
TC 360 presentation 2017
Sergz Arevalo
 
Boost Engagement with Better Content Experiences
Uberflip
 
Ad

Similar to Virtual Reality UX - Designing for Interfaces without Screens (20)

PDF
Designing Usable Interface
Mark Billinghurst
 
PPTX
Developing Games For VR - Lessons Learned
Martin Climatiano
 
PDF
ICS2208 lecture7
Vanessa Camilleri
 
PDF
Comp4010 Lecture8 Introduction to VR
Mark Billinghurst
 
PDF
Comp4010 Lecture10 VR Interface Design
Mark Billinghurst
 
PDF
Lecture 6 Interaction Design for VR
Mark Billinghurst
 
PDF
COMP 4010: Lecture 5 - Interaction Design for Virtual Reality
Mark Billinghurst
 
PDF
ARI2132 lecture 8
Vanessa Camilleri
 
PDF
Comp4010 lecture11 VR Applications
Mark Billinghurst
 
PDF
Comp4010 lecture11 VR Applications
Mark Billinghurst
 
PDF
COMP 4010 - Lecture 5: Interaction Design for Virtual Reality
Mark Billinghurst
 
PDF
2022 COMP 4010 Lecture 7: Introduction to VR
Mark Billinghurst
 
PDF
Virtual Reality - Usability Testing
Aziz Khilawala
 
PPTX
Designing for Virtual Reality: Environments & Interactions
Liv Erickson
 
PDF
Lecture 5: 3D User Interfaces for Virtual Reality
Mark Billinghurst
 
PDF
COMP 4010 - Lecture 4: 3D User Interfaces
Mark Billinghurst
 
PPTX
Design for VR - workshop for IDF Bangalore
Kumar Ahir
 
PPTX
Vr
Amit Kumar
 
PPTX
Usability Testing for Virtual Reality
Kartik Rao
 
PDF
Improving the VR experience - VRST 2012
Sebastien Kuntz
 
Designing Usable Interface
Mark Billinghurst
 
Developing Games For VR - Lessons Learned
Martin Climatiano
 
ICS2208 lecture7
Vanessa Camilleri
 
Comp4010 Lecture8 Introduction to VR
Mark Billinghurst
 
Comp4010 Lecture10 VR Interface Design
Mark Billinghurst
 
Lecture 6 Interaction Design for VR
Mark Billinghurst
 
COMP 4010: Lecture 5 - Interaction Design for Virtual Reality
Mark Billinghurst
 
ARI2132 lecture 8
Vanessa Camilleri
 
Comp4010 lecture11 VR Applications
Mark Billinghurst
 
Comp4010 lecture11 VR Applications
Mark Billinghurst
 
COMP 4010 - Lecture 5: Interaction Design for Virtual Reality
Mark Billinghurst
 
2022 COMP 4010 Lecture 7: Introduction to VR
Mark Billinghurst
 
Virtual Reality - Usability Testing
Aziz Khilawala
 
Designing for Virtual Reality: Environments & Interactions
Liv Erickson
 
Lecture 5: 3D User Interfaces for Virtual Reality
Mark Billinghurst
 
COMP 4010 - Lecture 4: 3D User Interfaces
Mark Billinghurst
 
Design for VR - workshop for IDF Bangalore
Kumar Ahir
 
Usability Testing for Virtual Reality
Kartik Rao
 
Improving the VR experience - VRST 2012
Sebastien Kuntz
 
Ad

Recently uploaded (20)

PPTX
Urban design is a huge concept when it comes to planning.
IshikaPanchal11
 
DOCX
presente continuo luis (1).docx riklavoz
olivaresricardo141
 
PPTX
Drjjdhdhhdjsjsjshshshhshshslecture 28.pptxfg
noorqaq25
 
PDF
ARChitec-BUILDING-UTILITIES-2-PART-5.pdf
IzzyBaniquedBusto
 
PPTX
Pitch_template_ppt_for_generation volunteer2024 .pptx
rinjanithiara99
 
PDF
Black and Blue Modern Technology Presentation.pdf
hjaders1104
 
PDF
SS27 Men's Fashion Trend Book Peclers Paris
Peclers Paris
 
PDF
tdtr.pdfjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjj
JuanCParedes
 
PPTX
EDC_UNIT _I FINAL (1).pptx dhud and w ah yes
TEAKADAITROLLS
 
PPTX
DSA_Algorithms_Prtestttttttttttttesentation.pptx
Kanchalkumar1
 
PPT
1744066yaar kya hai ye bolo not nice 4.ppt
preethikavarsha
 
PPTX
Bldg Mtc 8 Maintance documentation and audits - 25 (2).pptx
MwanamomoMpamba
 
PPTX
AI_Road_Safety_Project.pptx for class 10
prem001ni
 
PPTX
the very teaching plan extra ordinary.pptx
PamelaOdibeli1
 
PDF
Presentation - Interior Design Concepts (2).pdf
vrindagrawal456
 
PDF
WEEK3-Literary-Gennnnnnnnnnnnnnnnnres.pdf
MaybelynVergara
 
PDF
EY-emeia-fso-assurance-viewpoint-technology (1).pdf
INKPPT
 
PPTX
CompanyReviewTypeOfPowerpointThatIsColor
plukleomarigpuara
 
PDF
Ecowood.pdf | Tranquil Global Acoustics India
tranquil01
 
PDF
Case Study on good and bad acoustics in auditorium
Disha Agrawal
 
Urban design is a huge concept when it comes to planning.
IshikaPanchal11
 
presente continuo luis (1).docx riklavoz
olivaresricardo141
 
Drjjdhdhhdjsjsjshshshhshshslecture 28.pptxfg
noorqaq25
 
ARChitec-BUILDING-UTILITIES-2-PART-5.pdf
IzzyBaniquedBusto
 
Pitch_template_ppt_for_generation volunteer2024 .pptx
rinjanithiara99
 
Black and Blue Modern Technology Presentation.pdf
hjaders1104
 
SS27 Men's Fashion Trend Book Peclers Paris
Peclers Paris
 
tdtr.pdfjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjj
JuanCParedes
 
EDC_UNIT _I FINAL (1).pptx dhud and w ah yes
TEAKADAITROLLS
 
DSA_Algorithms_Prtestttttttttttttesentation.pptx
Kanchalkumar1
 
1744066yaar kya hai ye bolo not nice 4.ppt
preethikavarsha
 
Bldg Mtc 8 Maintance documentation and audits - 25 (2).pptx
MwanamomoMpamba
 
AI_Road_Safety_Project.pptx for class 10
prem001ni
 
the very teaching plan extra ordinary.pptx
PamelaOdibeli1
 
Presentation - Interior Design Concepts (2).pdf
vrindagrawal456
 
WEEK3-Literary-Gennnnnnnnnnnnnnnnnres.pdf
MaybelynVergara
 
EY-emeia-fso-assurance-viewpoint-technology (1).pdf
INKPPT
 
CompanyReviewTypeOfPowerpointThatIsColor
plukleomarigpuara
 
Ecowood.pdf | Tranquil Global Acoustics India
tranquil01
 
Case Study on good and bad acoustics in auditorium
Disha Agrawal
 

Virtual Reality UX - Designing for Interfaces without Screens

  • 2. UX experts are used to designing forms, websites and smartphone applications. Now they need to re-learn the trade to design interfaces and interactions in virtual reality.
  • 3. As a medium, there are very few existing standards, protocols, and workflows. It’s like participating in film before cinematography had shot names, or like participating in the internet before “web designer” was a position.
  • 4. Many of the traditional UI elements simply do not work in VR, and a significant part of the existing UX toolkit is simply inappropriate.
  • 5. To begin with, designing for a flat surface - our laptop or phone screens - is very different from designing for a spherical world with the user at its centre.
  • 7. Curved design You need to stop thinking about the canvas as a surface, and imagine it as a sphere.
  • 8. Put it into a VR enviroment, and it just doesn't work, especially if it's too wide or tall. The edges of a flat surface will be further away from the user's eye focus, making them blurry and hard to read. Take an element as simple as a rectangle, a picture or a video player.
  • 9. Narrowing the Field In VR placing any meaningful control element to the periphery of the field of vision is a bad idea.
  • 10. Take an element as simple as a rectangle, a picture or a video player. Put it into a VR enviroment, and it just doesn't work, especially if it's too wide or tall. The edges of a flat surface will be further away from the user's eye focus, making them blurry and hard to read. It's simple biology: your vision is simply not sharp enough on the edges.
  • 11. Using Z Zones and Depth Objects that are too close to your eyes will get blurry.
  • 12. Just raise your hand and start moving it towards your face - you simply can't maintain focus when it's closer than a few inches. Objects, and especially controls should never be placed too close to the user. On the other hand people are much better in telling the distance between two objects in close distance, than between two objects far away. If the distance is important from an interaction point of view, the objects should be placed reasonably close to the user's eyes.
  • 13. Motion flow In virtual reality the camera is mapped to the player's head, with it's focus being at the centre (unless you use eye tracking)
  • 14. This means you should never change the environment against the head movements, or force the user turn their head involutarily. Both leads to motion sickness, and being nauseated.
  • 15. Of course sometimes you want to guide the user through the user interface, towards the direction where something is happening. This is where subtle tools like motion flow comes into play. Pressing a button can trigger the button to extend, or slowly start moving, gently guiding the user to turn their head. We are implying a direction, guiding their eye to the next point of interest.
  • 16. Moving Interface It's the opposite of motion flow, when we don't urge the user to look in a specific direction, but rather move the new elements directly to the field of view.
  • 17. Standing the the centre of a sphere means you don't see, and you don't know about UI elements changing behind your back. Sometimes it's better to put them right in the front of the user.
  • 18. Capturing attention The long evolution of the Homo Sapiens trained us to pay attention to lights and movement - otherwise we probably won't be here, and predators would rule the Earth. This evolutionary skill is perfect to capture focus in a virtual reality environment.
  • 19. A great example is the game demo Lost by Oculus: they use fireflies in a dark forest to lead the eyes of the user. We expect to see more subtle, clever plays on light and shadow in VR applications and games.
  • 20. Anchor objects Virtual reality causes dizziness for a lot of people. Chances are if you had a bad experience with VR you won't try it again - and definitely won't try it the third time.
  • 21. We are used to standing or sitting still while the world is moving around us, a good example being driving. It's not causing nausea, because we have a visual anchor, the car dashboard. Establishing such an anchor object in the virtual space is something interface designers should consider.
  • 22. Research suggests even a virtual nose can help. We all see our nose all the time anyway, right?
  • 23. Holophonic sound Holophonic sounds are amazing in games, but they very well might be used for VR control interfaces.
  • 24. Holophonic means 3D sound (the word itself rhymes with holography). The idea is that with listening through the right equipment you can tell if the sound is coming from above, below, or from behind your back (and not just left and right, as with the stereo systems). Imagine a video start playing outside of your view, and you will hear _exactly_ where the sound comes from. We are not quite there yet, but not that far either.
  • 25. Best Practice UX 1. Virtual experiences are simply better together 2. Virtuality is more impactful when it’s seamless with reality 3. Virtuality should be comfortable
  • 26. http://realityshift.io/blog/ui-ux-design-patterns-in-virtual-reality http://www.uxofvr.com/ http://www.cmswire.com/digital-marketing/artificial-intelligence-virtual-reality-and-the-future-of-digital-marketing/ http://www.forbes.com/sites/tomaslaurinavicius/2016/12/04/ux-trends-2017/#52f680857c94 Mike Alger: https://vimeo.com/141330081 - VR Interface Design Pre-Visualisation Methods https://vimeo.com/116101132 - VR Interface Design Manifesto https://drive.google.com/file/d/0B19l7cJ7tVJyRkpUM0hVYmxJQ0k/view UX Links / References
  • 27. HOW WE CAN HELP YOU… SYDNEY / LONDON / SAN FRANCISCO VR UK FOR BRANDED CONTENT
  • 28. CUSTOM USER INTERFACE VR CONTENT MENU When users enter your VR world, they need a point of entry into your experience. This is similar to a website home page. It is the main hub for all your VR content. How can you creatively us VR to enhance this point of entry?
  • 29. START VR CONTENT FORMATS SUMMARY
  • 30. IMMERSIVE VR NARRATIVE THE EXPERIENCE 1. IMMERSION 4. PRESENCE3. AGENCY 2. EMBODIMENT Our unique VR storytelling UX framework offers an immersive, sensory and interactive content experience for your audience.
  • 31. CUSTOM UI 360 VIDEO ASSETS UX DESIGN PUBLISHING ANALYTICS VR APPLICATION FRAMEWORK
  • 32. VR DELIVERY MULTI PLATFORM With our Startgate VR platform content can be uploaded once and then easily published to Samsung Gear VR, Oculus Rift and HTC Vive devices
  • 33. RHIANNON MONKS [email protected] SYDNEY / LONDON / SAN FRANCISCO WANNA SEE A DEMO…?