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Gaze-Based1. Devices & Interactions
• Look to select
• Press button to interact
• Still common in mobile VR
✓ Simple Input
✓ Limited (solutions stay within scope)
✖ Limited! (a lot of creative sacrifices)
✖ Sense of presence not as achievable
Tracked Controllers
• Natural hand extension3 DoF
Google Daydream
6 DoF
HTC Vive
Oculus Touch
1. Devices & Interactions
Tracked Controllers
• Natural hand extension
• Gestures possible
• Tactile element
✓ Little to no learning curve
✓ High player immersion / presence
✖ Positional tracking still costly (for now)
✖ Project scope ramps up quickly
1. Devices & Interactions
Excessive platform diversity
• Platform & feature competition
• VR gloves, shoes, treadmills, body armour, exoskeletons, …
✓ Quickly emerging VR innovations
✓ Unique UX frontier
✖ Over-saturation of VR devices/extras
✖ Standardisation becomes an issue
✖ Who is my audience?
1. Devices & Interactions
What should I pick?
High immersion, complex interaction? Jump into a bigger market?
Room-Scale VR
MobileVR
1. Devices & Interactions
Game Engines2. Tools
✓ Out-of-the-box solutions
✓ Friendly, helpful GameDev community
✓ Short iteration cycles
✖ Requires experts for complex content
✖ Translating UX from paper to engine is difficult
User-generated VR content
• Easy to grasp, powerful tools
• No coding required to get started
• Fast track introduction to VR
✓ Teach curious minds to
-Script
-Create 3D content
✓ Provide platform for creative expression
2. Tools
Transition from 2D to 3D 3. Design
• Input = reticule or pointer
• 2D interface elements in 3D
• Trend to make it more physical
• Affordances
✓Adapt UI to the complexity of interactions
Locomotion
• Moving from A to B
• Moving on the spot?
• Stationary?
• Climbing?
• Cockpit?
3. Design
✓Use a locomotion system that suits your intended experience
Social Design
• Digital social experiences
• Inspire, cause empathy
• Consider social implications
• Voice, gestures, visuals, …
• Inside & Outside VR
3. Design
Social Design
• Digital social experiences
• Inspire, cause empathy
• Consider social implications
• Voice, gestures, visuals, …
• Inside & Outside VR
✓Social Design was neglected. Embrace it!
3. Design
Responsibility
• You can be the pioneers of VR
• First impression counts
• Cyber/VR Sickness
✓Be ready to kill your darlings in favour of user comfort
3. Design