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Play

Area

Input

methods

Interface

Design

Interaction

Design

Audio

Design

3D

World

Performance &

Comfort

Play

Area

Input

methods

Interface

Design

Interaction

Design

Audio

Design

3D

World

Performance &

Comfort

Aditya Sisodiya
Rajat Kumar
Aditya Sisodiya

June 8, 2018

Things to consider while

Designing for Virtual Reality

and how making games helped us

We have been making VR applications since 2017.
During our journey of exploring this wonderful field, we learned a lot of new things from all the free resources available on the web. It helped us build our own perspective for designing headset based VR experiences.

So if you are looking forward to designing amazing experiences or want to know how we do it, this article is our quick guide to VR UX Design

Make Games

So why make games?

because we love doing it :P

Making games is an excellent way of exploring new interactions and experiencing the full potential of AR/VR.
We analyze how people interact in our games and how it affects their cognition, to create better and meaningful XR experiences. We believe an exhaustive understanding of the user's journey is most important for creating impactful products.

The gaming and entertainment industry is the first to adhere to any new technology that comes into the market. From AR, VR, AI to everything cool that one can possibly imagine.

Process

The Process

3a.Design first approach

If our domain falls under Enterprise VR and Consumer VR, We usually like to follow Double Diamond Design methods first.

3a

1.Discover

Your Idea

2.Define

Define your scope and what you want to do

3b.Prototype first approach

If our domain falls under Entertainment, Game, or testing new Interactions, We usually like to develop a prototype first.

3b

3a.Design & Refine

What you want to create

Rapid Prototyping Loop

Rapid prototyping helps us to be extremely explorative and test our concepts and Ideas.

RP

4.Validate

Perform usability test

RP Loop

5.Implement

Begin Development

3b.Prototype

Always develop your VR concepts quickly

What's different?
Things to consider

It's different!

The process of designing for VR is very different from the traditional approach used for UI/UX Design (for 2D interfaces). The key difference would be iterative design and prototyping. You have to test your concepts as soon as you can. 

 

Most of your users would likely be "VRgins" so remember that not everyone is comfortable with new technology. Keep new users always in mind. "keep it simple, and test often" is our success mantra!

7 Things to consider while designing

Play

Area

Input

methods

Interface

Design

Interaction

Design

Audio

Design

3D

World

Performance &

Comfort

1. Define your Play Area

Just like Artboard is to 2D, the Play Area is to VR

Seated

For comfortable media and information consumption in VR

Standing

For Unidirectional experience with limited physical locomotion in VR 

Room Scale

For an omnidirectional and completely immersive experience with room/world scale locomotion

Why is it important?

Consider the "Play Area" to be your canvas. Just like while designing 2D interfaces we define our artboard size. Play Area plays similar importance in VR. Defining your play area helps you to structure your UI design and define/ideate on what interactions would be more suitable for the user and resonates with the experience you want to create.

Suggestion chart

Seated

Standing

Room Scale

Session Time/ Play Area

>15 Mins

10 - 15 Mins

<10 Mins

Category/ Play Area

Entertainment

Aircraft Sim

Nature Experience

Infotainment

Social Spaces

Education

Music Viz

Military Training

Tourism / Heritage Viz

Field Training

Military SiM

Healthcare Sim

Museums

Architecture Viz

Retail

Product / Industrial Viz

Games

Behavioral Changes

Movement Restriction

Head Movement

Body Movement

Hand Movement

Safety

Moderate

High

Moderate

Low Risk

Moderate

Moderate

Low

Moderate Risk

Low

Low

Low

High Risk

PlayArea

2. Define your Input Methods and Modalities

Always have a clear idea of how you want your users to interact with your application

Gaze Based Input

Using eye-tracking or head rotation as a input methods to interact with UI/World elements

Mobile Input

Using Augmented Virtuality / Digital Twin to use mobile phones as input methods to interact

Motion Controllers

Using dedicated motion controllers paired with your headset as an input method

Voice Input

Using voice commands as an input method in VR

Hand & Body Tracking

Using Hand and body tracking with gesture recognition to interact with elements

Custom Controllers

Using programable boards to design a custom controller to be used as an input device for VR

There are a plethora of input options available for VR which can be used to interact with VR content. It could be very tempting to go multimodal while designing your application. But having a clear direction of which methods to use can also help you design your content better

There are many other methods that can be used for your purpose. The listed methods are the one which we have tested/ build in Unreal Engine. You can also design custom controllers with programable boards and interface it with the application you want to build. Imagination is the limit! 

Watch them in action / Suggested Scenarios

Gaze based / Eye-tracking

Can be preferred for Infotainment and Entertainment Apps and Applications that require lazy interactions

Hand / Body Tracking

Can be preferred for applications that require direct manipulation and natural interactions

Motion Controllers

Can be preferred for Intense Games and Applications that require precise tracking and numerous controls

Mobile Input

Can be preferred for applications that require extensive typing

InputMethods

Interface Design

UI Distance

People love reaching out to grab/interact with UI. We try to keep our interactable UI within reach of human hands, allowing the user to touch it.

 

UI Size and Zone

It is recommended to position your UI in a comfortable head rotation zone. However, you would have to compromise on UI size and visibility.

*SDC2014-AlexChu

UI Color

Try not to use contrasting colors, Blasting White color in eyes of the user can be discomforting.
Instead prefer darker colors, more relaxing colors for your UI.

Canvas Shape

Consider curved canvas shape if your UI is large or break it into sections consisting of 2D planes placed in a circular formation


 

Visibility of System Status

If something is loading clearly state that to your user. Always create a UI motion flow so that the user is notified of his action and can easily see it happening.

Reactive UI

Be reactive to the user's action and movement. Let the user know if he is doing something wrong or right with visual and audio cues

Particles and World

Consider curved canvas shape if your UI is large or break it into sections consisting of 2D planes placed in a circular formation


 

Typography

Explore and be experimental. Play with weights, strokes, and texture of font. Avoid using light typefaces

3D UI

Play with the new unlocked dimension. Try adding real-world tangible interfaces and be playful

VisualDesign

Types of UI in VR

Diegetic UI
Non-diegetic UI
Spatial Diegetic
Spatial Non-dieg 3D
Spatial Non-dieg 2D
Meta UI
Main1.jpg
Meta2.jpg

Bars and Waypoint Element seems to be in 3D space but they are depth independent. Meaning, the size of bar and waypoint will not change even if the objects they are connected to move closer or far from user

Direction Element is present in 3D space but does not exist in world.

Outline Element seems to be in 3D space but overlayed as stylized 2D on user's HUD. Overlay size is dependent on the distance of outlined object

Keypad, Watch, Bolt and Knob Elements are part of the world

Status Elements are part of player's HUD and does not exist in world

Elements present on VR spectator screen are Meta elements for VR user

Interaction Design

InetractionDesign

Audio Design

AudioDesign

3D World

3DWorld

Performance & Comfort

Performance
Types of UI
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