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Design Approaches For Immersive Experiences AR/VR/MR Mark Melnykowycz International Investment Forum in Virtual, Augmented and Mixed Reality Technopark Zurich April 20th, 2017

Design Approaches For Immersive Experiences AR/VR/MR

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Page 1: Design Approaches For Immersive Experiences AR/VR/MR

Design Approaches For Immersive Experiences

AR/VR/MR

Mark Melnykowycz

International Investment Forum in Virtual, Augmented and Mixed Reality Technopark Zurich April 20th, 2017

Page 2: Design Approaches For Immersive Experiences AR/VR/MR

Seeing Understanding

ThewonderfulwizardofOzbyBaum,L.Frank(LymanFrank),1856-1919;Denslow,W.W.(WilliamWallace),1856-1915

Page 3: Design Approaches For Immersive Experiences AR/VR/MR

The Sensorama: 1957

1965: The Ultimate Display

The Nova—A DIY Oculus Rift!

View-Master Virtual Boy

Page 4: Design Approaches For Immersive Experiences AR/VR/MR

VR is Not a Medium

FRONTLINE/Brown Institute BlackoutVR Film

Carhub test drive Am I You Film

Page 5: Design Approaches For Immersive Experiences AR/VR/MR

VR is Experience Design

Samsung Rio interviews

U.S. Navy VR parachute simulator

Surgery training hGps://infinityleap.com/virtual-reality-for-surgeons-training/

Page 6: Design Approaches For Immersive Experiences AR/VR/MR

Trending to Ubiquitous Computing

Page 7: Design Approaches For Immersive Experiences AR/VR/MR

Interaction Evolution and UX

De

vic

es

Inte

rac

tivity

User patterns are learned and can help or present barriers to new device adoption

?

Page 8: Design Approaches For Immersive Experiences AR/VR/MR

VR/AR/MR User Interaction

Controller Gesture Raycast Teleportation

Room-Scale Mobile

Page 9: Design Approaches For Immersive Experiences AR/VR/MR

GazeTracking/RayCasRng

User head orientation or controller used to cast rays and interact with the world

Motion

Gaze

Page 10: Design Approaches For Immersive Experiences AR/VR/MR

Physical User Comfort Zone

MikeAlgerVRInterfaceDesignPre-VisualisaRonMethods(hGps://vimeo.com/141330081)Chu,A.(2014).VRDesign:TransiRoningfroma2Dtoa3DDesignParadigm.

TheInmatesAreRunningtheAsylum:WhyHighTechProductsDriveUsCrazyandHowtoRestoretheSanity(AlanCooper)Don'tMakeMeThink,Revisited:ACommonSenseApproachtoWebUsability(SteveKrug)

Page 11: Design Approaches For Immersive Experiences AR/VR/MR

Interactivity

Design Layers Approach

Story Structure

VR/AR/MR Technologies

User Flow

Game Design

Page 12: Design Approaches For Immersive Experiences AR/VR/MR

User State Design

Experiential Interactive

Film/Video Games Simulation Modeling

Page 13: Design Approaches For Immersive Experiences AR/VR/MR

VR/AR Product Design

Film / Theater Game Design

Story / Character driven Interactivity / Story / Character driven

User Experience

Interaction design / Journey mapping / Value proposition

Page 14: Design Approaches For Immersive Experiences AR/VR/MR

VR/AR Design Mediums Video / Film

2D/3D Media

Code

360 Mono/Stereo

Volumetric Video

Audio

180 Stereo Film / Theater

Game Design Models

Location Recognition

Tracking GPS Feature

Interaction Design AI

User Experience

Expe

rientia

l Inte

rac

tive

Page 15: Design Approaches For Immersive Experiences AR/VR/MR

Design Phases

UX Design / Sketching

Interaction Design

Technology / Platform

Build / Test

Film / Theater Game Design

User Experience

Page 16: Design Approaches For Immersive Experiences AR/VR/MR

Immersive Interactive Environments

Virtual Reality Holodeck/Cave Augmented / Mixed Reality

hGps://en.wikipedia.org/wiki/Cave_automaRc_virtual_environment#/media/File:CAVE_Crayoland.jpg

HololensCall of the Starseed

Page 17: Design Approaches For Immersive Experiences AR/VR/MR

AirMech Command

Star Wars: The Battle for Hoth (iOS) HTC Vive / Oculus

Tower Defense / Real-Time Strategy

3D / Standing Room-Scale VR 2D / Mobile

Same basic tower defense game mechanics Enjoyable, but is it better in VR?

Flu

ffyl

og

ic

Ca

rbo

n S

tud

ios

Page 18: Design Approaches For Immersive Experiences AR/VR/MR

0-12 fps = static image >10/12 fps = motion

12 to 40 fps (16 fps avg)

Silent Film

The Jazz Singer (1927) 24 fps

1895 to 1936

24 fps / 48 fps

NTSC / PAL

1950’s to 2000’s

30 fps (60i) / 25 fps (50i)

60 fps Interaction Choice

Frame Rate and UX Design

VR / AR

The Hobbit (2012)

Cinematic Feel

TV / Video Look

Page 19: Design Approaches For Immersive Experiences AR/VR/MR

Mark Melnykowycz Artist-Engineer

@idezo_ch