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Director of Gaming & Technology / Game Designer / Technical Artist / User Experience Designer STEPHAN TANGUAY SuperPolygon.com Virtual Intent User Experience Design Elements in VR / AR

Stephan Tanguay - Virtual Intent - User Experience Design In VR / AR

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Director of Gaming & Technology / Game Designer / Technical Artist / User Experience DesignerSTEPHAN TANGUAY SuperPolygon.com

Virtual Intent User Experience Design Elements in VR / AR

Let’s Talk About Virtual Reality

In the beginning ➔ Poor response time to movement➔ Limited FOV➔ Low resolution➔ Causes motion sickness

Crossing the Rift➔ 60ms or better movement to display response➔ 90 - 110 or better FOV➔ Lightweight ( less than 500g )➔ Consumer price points

In 2016 there will be 5 consumer VR platforms on the market

Consumer VR Hardware 2016!!!!

title

Augmented Reality

Current Augmented Reality Uses➔ Image targets / simply gyroscope / predetermined context

➔ Limited applications➔ Often novelty based

Future Challenges

Early Days - Google Glass➔ Monoscopic➔ Limited FOV➔ No direct connection user environment➔ Really a just smart phone for your face

Early Days- Meta Pro➔ 3D graphics projected into the user's environment with 3D gesture support➔ Limited resolution 720p & FOV➔ Requires PC

Recent Attempt - HoloLens➔ Limited FOV➔ Expensive ➔ Still a dev kit and not suited for everyday use

Loads of potential but still a work in progress

Augmented Reality -- Virtual Reality

Context Presence

VR / AR Convergence

Design in Virtual Space

PresenceThe single most important thing in every VR experience

Closer items have more impact

Depth is a powerful tool

Users should need and want to look around in the world…They may not do it naturally

Designing above the fold in virtual space

Design for the user’s field of view

Design for the user’s field of view

Combine Proximity and FOV

Similar to designing a workspace in the real world

Elite dangerous really nails this➔ Content view separated by depth

➔ Contextual content on the near peripheral view➔ 3D and depth based design elements

User’s need a way to project their intentions

Plan for a range of input possibilities

So many options...

Gaze based interactions➔ Works on every device➔ Simple to implement➔ Sometimes causes unwanted interactions

Can be combined withTouch pad orGame Pad Input

Once again Elite Dangerous nails it

Gamepads obviously can be used For traditional game input as well

Pointer based interactions on devices withPosition tracked controls like the VIVE

Pointer based controls are often used to teleport to a point or interact with objects

Virtual Touch

Haptic Feedback

Mimic Physical interactions

Computers look for single conditions

Users explore what’s possible

Simplify gestures and interactionsThey need to be reliable

Only show what’s rightBe accurate but abstract

Tomato Presence!our focus become what we

interact with

Abstract representation of the user is even more important in

social experiences

Sound is also a critical part of the 3D virtual world

And don’t forget about lighting, mood and theatrics

What does not work in VR?

Avoid velocity not based in the real world

Don’t mess with the inner earWhen our senses dedicated to presence disagree the body responds by attempting to remove any potential toxins we me may have swallowed

My advice

Build, Test, Build, Test…..

HOW TO CONNEC WITHARTIST,DESIGNERS & DEVSIN TORONTO?

TorontoVR is a monthly event for the VR community in Toronto where we can share, discuss, connect and explore the potential of Virtual Reality!

RSVP for the next event @ http://www.meetup.com/TorontoVR/

Thanks For Coming Out!

Questions?