Designing UI and UX for Interactive Virtual Reality Apps

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    15-Apr-2017

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<ul><li><p>UI/UX DESIGNFOR INTERACTIVEVR EXPERIENCES</p><p>Satish PenmetsaCEO, rapidBizApps</p></li><li><p>Our Mission</p><p>Drive delightful consumer experiences and positive business outcomes with innovative digital products and services.A B O U T U S</p></li><li><p>I ntuit ive, Scalable, Reliable Enterprise Apps . </p><p>#getStuffDone </p><p>ABOUT US</p></li><li><p>c apital ize on VRs disruptive capabil it ies to transform entire </p><p>segments.</p><p>+ Marketing</p><p>+ Education</p><p>+ Last but not least, Gaming</p><p>LAUNCHED ECHLON VR</p></li><li><p>Our Mission</p><p>Drive delightful consumer experiences and positive business outcomes with innovative digital products and services.A F E W FA C T S</p></li><li><p>U </p><p>FACT #1 : VR IS OLDFACT #1VR IS OLD</p><p> sed to train NASA astronauts.</p><p>( Early 90s )U </p></li><li><p> otal 4B invested since 2010</p><p>Oculus Rift (FB acquires for $2B)</p><p>Magic Leap ($600M, Google)</p><p>LENSAR ($192M, Multiple)</p><p>JauntVR ($65M, Disney)</p><p> otal 4B invested since 2010</p><p>Oculus Rift (FB acquires for $2B)</p><p>Magic Leap ($600M, Google)</p><p>LENSAR ($192M, Multiple)</p><p>JauntVR ($65M, Disney)</p><p>FACT #2VR HAS UNICORNS</p><p>FACT #2VR HAS UNICORNS</p><p>T </p></li><li><p> arketing Activation + </p><p>Engagement</p><p>Tradeshows / Conferences</p><p>Education (Healthcare)</p><p>Training (Equipment, etc)</p><p>Product Development</p><p>FA C T # 3VR BRANCHING OUT OF GAMING</p><p>FA C T # 3VR BRANCHING OUT OF GAMING</p><p>M </p></li><li><p> urning points: </p><p>Oculus Rift (Quality VR)</p><p>Google Cardboard (Accessible VR)</p><p>FACT #4VR IS MAINSTREAM</p><p>FACT #4VR IS MAINSTREAM</p><p>T </p></li><li><p> e remember 10% of what we read, </p><p>20% of what we hear, </p><p>30% of what we see, </p><p>and 80% of what we experience.</p><p>PRIMARY DRIVER :WE REMEMBER EXPERIENCES</p><p>PRIMARY DRIVER :WE REMEMBER EXPERIENCES</p><p>w </p></li><li><p>Our Mission</p><p>Drive delightful consumer experiences and positive business outcomes with innovative digital products and services.</p><p>TA K I N G V R T O T H E M A R K E T :</p><p>H A R D WA R E + A C C E S S O R I E S</p></li><li><p>TETHERED HEAD MOUNTED DEVICES</p></li><li><p>MOBILE COMPATIBLE DEVICES</p></li><li><p>CONTROLLERS : GAMEPADSXBOX ONE, STEELSERIES</p><p>Famil iar controls</p><p>Cannot see controls with the headset. </p><p>Kinda annoying</p></li><li><p>NATURAL CONTROLLERSHTC VIVE TRACKPAD, OCULUS TOUCH</p></li><li><p>MOTION TRACKERSOCULUS PRESENCE, HTC VIVE BASE CONTROLLER</p></li><li><p>MOTION TRACKERSLEAP MOTION, GLOVE ONE</p></li><li><p>Our Mission</p><p>Drive delightful consumer experiences and positive business outcomes with innovative digital products and services.</p><p>TA K I N G V R T O T H E M A R K E T :</p><p>A F E W G O O D E X A M P L E S O F V R</p></li><li><p>COCA-COLA : ENGAGEMENT WITH STILLS</p></li><li><p>INFINITY VR : INFORMATIONAL (MASS DISTRO)</p></li><li><p>AUDI VR : RIDE YOUR DREAM CAR</p></li><li><p>IKEA DESIGN YOUR OWN KITCHEN</p></li><li><p>SIX FLAGS : ROLLERCOASTERS + VR</p></li><li><p>FPS : w/ VIRTUIX OMNI</p></li><li><p>BUSINESS APPS : w/ MAGIC LEAP</p></li><li><p>Our Mission</p><p>Drive delightful consumer experiences and positive business outcomes with innovative digital products and services.</p><p>TA K I N G V R T O T H E M A R K E T :</p><p>S O H O W D O YO U D E S I G N F O R V R ?</p></li><li><p>REMEMBER.. FIRST PRINCIPLES</p><p>AWESOME </p><p>EXPERIENCE == ==HAPPINESS $$$$</p></li><li><p>s imulator sickness / VertigoErgonomics and interactions</p><p>MOST COMMON COMPLAINTS ABOUT VR</p></li><li><p>c onfl ict between visual and bodily senses</p><p>Blame evolution!</p><p>UNDERSTANDING SIMULATORSICKNESS / VERTIGO</p></li><li><p>F l ickerFeeling that they are at the edge</p><p>Speed and acceleration</p><p>Non-user init iated movement </p><p>(degree of control)</p><p>MOST COMMON REASONS</p></li><li><p>#1 Use higher end hardware (90fps)</p><p>MITIGATING SIMULATORSICKNESS</p></li><li><p>#2 Teleport (else, infrequent short </p><p>bursts of accel)</p><p>MITIGATING SIMULATORSICKNESS</p></li><li><p>#3 Ground users w/ famil iar elements</p><p>in the foreground.</p><p>MITIGATING SIMULATORSICKNESS</p></li><li><p>UNDERSTANDING CHALLENGES WITH UX/ID</p><p>c ompletely immersive.Fear of the unknown ( Technology</p><p>meant f lat/2D).</p></li><li><p>UX/ID</p><p>L ocation/ Space- Work? Home? Conference?</p><p>Experience type</p><p>- Informational? Interactional? </p><p>Consumption Channel </p><p>- Mobile/Tethered</p><p>- Auxil iary input devices</p></li><li><p>UX/ID:1. USE CURVED SPACES</p></li><li><p>Foreground (2-3 m)</p><p>- Content</p><p>- Workspace</p><p>Middle</p><p>- Peripheral</p><p>Background</p><p>- Curiosity</p><p>UX/ID:2. USE Z ZONES FOR DEPTH</p></li><li><p>UX/ID:3. NARROW FIELD OF VIEW</p></li><li><p>UX/ID:4. TEXT ELEMENTS @ </p><p>1 .5 - 2M FOR READABILITY</p></li><li><p>UX/ID:5. GAZE CONTROL </p><p>SELECTION 1.5 - 2.0 SECS</p></li><li><p>UX/ID:6. MENU ITEMS BELOW </p><p>LINE OF SIGHT</p></li><li><p>UX/ID:7. ADD DEPTH TO SELECTION ELEMENTS </p><p>(MOTION TRACKER</p></li><li><p>UX/ID FOR VR WILLCONTINUE TO EVOLVE</p><p>H ardware innovation wil l drive change</p><p>Famil iarity and standardization </p><p>wil l also drive UX/ID</p><p>Mixed Reality (AR + VR) is on the </p><p>horizon).</p></li><li><p>GOOD PEOPLE TO FOLLOW</p><p>MIKE ALGERGOOGLE</p><p>ALEX CHUSAMSUNG</p></li><li><p># g e t S t uffD o n es p e n m e t s a @ r a p i d b i z a p p s . c o m</p><p>S a n F r a n c i s c o , U S A | H y d e r a b a d , I n d i aS t r i c t l y C o n fi d e n t i a l . L i m i t e d C i r c u l a t i o n o n l y .</p></li></ul>