Crash Course in VR User Experience Design with Emre Deniz

Thank you very much to the Play by Play team for putting us on the wonderful Emre. Informative and entertaining. Their most iconic IP is one that gives people an idea of what it is like to go into space…and they work with NASA, pretty cool :) Captured some notes from the session – including the Q+A.  Although most of the notes are taken from and articulated much more beautifully in the slides :)

·       VR has been around since the 1960s

·       Both AR and VR used at NASA for training

·       Mixed reality being used more for ‘live’ operations

·       Clearly understand what your purpose is:

o   Are you entertaining?

o   Are you educating?

o   Are you enabling?

·       Clearly define your subject matter (VR is can be likened to the set up of theatre)

·       You want people to be feeling certain things…and be able to capture that experience

·       Early design of successful VR games based on action films – feeling you’re in the shoes of the hero :)

·       Think what your users will do in your experience

·       …and what freedom are you giving your users

·       What is your desired outcome for your users?

·       How do you communicate interaction?

o   How will you use real world objects?

o   How will you stabilise affordances?

o   How will users manage expectations?

·       How will you guide the user/player?

·       Lessons learned:

o   Simulation sickness is always wrong

o   Motion sickness is sometimes wrong – you may want to create how someone gets sick ‘on purpose’ (understanding the experience good application of design)

o   VR requires feedback for feedback

o   You never really know where they’re looking

o   VR is always a sandbox

o   VR is the convergence of physical interaction and digital experience design

Q+A:

Audio and VR design? Audio is on par with visuals and UX, very important. Spatial audio also crucial.

UI + UX? If you animate fast, you may miss something crucial. May need to communicate crucial info. In terms of UI, try to get a good balance (2D vs 3D). Coffee also makes you more motion sickness :)

Motion sickness? There are many ways you can make people sick, but also use ways to reduce. For example, ‘boats in the horizon’ like travel sickness.

Helping govt to do things like killing for soldiers? Don’t try taking on these type of projects, but look at projects like ordiance disposal. Want to be aligned with humanitarian projects. Some VR programs cannot be used for anything with ‘lethal’ applications.

Motion sickness from text? Having wallspace text (on a wall) as opposed to in front of eyes. 2D, icons and symbols work better. Some people will get sick regardless.

Ready Player One? Hate the film, won’t go into that…:)

Ben BriggsComment