designing ui and ux for interactive virtual reality apps

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UI/UX DESIGN FOR INTERACTIVE VR EXPERIENCES Satish Penmetsa CEO, rapidBizApps

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Page 1: Designing UI and UX for Interactive Virtual Reality Apps

UI/UX DESIGNFOR INTERACTIVEVR EXPERIENCES

Satish PenmetsaCEO, rapidBizApps

Page 2: Designing UI and UX for Interactive Virtual Reality Apps

Our Mission

Drive delightful consumer experiences and positive business outcomes with innovative digital products and services.A B O U T U S

Page 3: Designing UI and UX for Interactive Virtual Reality Apps

I ntuit ive, Scalable,

Reliable Enterprise Apps .

#getStuffDone

ABOUT US

Page 4: Designing UI and UX for Interactive Virtual Reality Apps

c apital ize on VR’s disruptive

capabil it ies to transform entire

segments.

+ Marketing

+ Education

+ Last but not least, Gaming

LAUNCHED ECHLON VR

Page 5: Designing UI and UX for Interactive Virtual Reality Apps

Our Mission

Drive delightful consumer experiences and positive business outcomes with innovative digital products and services.A F E W FA C T S

Page 6: Designing UI and UX for Interactive Virtual Reality Apps

U

FACT #1 : VR IS OLDFACT #1VR IS OLD

sed to train NASA astronauts.

( Early 90’s )U

Page 7: Designing UI and UX for Interactive Virtual Reality Apps

otal 4B invested since 2010

Oculus Rift (FB acquires for $2B)

Magic Leap ($600M, Google)

LENSAR ($192M, Multiple)

JauntVR ($65M, Disney)

otal 4B invested since 2010

Oculus Rift (FB acquires for $2B)

Magic Leap ($600M, Google)

LENSAR ($192M, Multiple)

JauntVR ($65M, Disney)

FACT #2VR HAS UNICORNS

FACT #2VR HAS UNICORNS

T

Page 8: Designing UI and UX for Interactive Virtual Reality Apps

arketing Activation +

Engagement

Tradeshows / Conferences

Education (Healthcare)

Training (Equipment, etc)

Product Development

FA C T # 3VR BRANCHING OUT OF GAMING

FA C T # 3VR BRANCHING OUT OF GAMING

M

Page 9: Designing UI and UX for Interactive Virtual Reality Apps

urning points:

Oculus Rift (Quality VR)

Google Cardboard (Accessible VR)

FACT #4VR IS MAINSTREAM

FACT #4VR IS MAINSTREAM

T

Page 10: Designing UI and UX for Interactive Virtual Reality Apps

e remember 10% of what we read,

20% of what we hear,

30% of what we see,

and 80% of what we experience.”

PRIMARY DRIVER :WE REMEMBER EXPERIENCES

PRIMARY DRIVER :WE REMEMBER EXPERIENCES

“w

Page 11: Designing UI and UX for Interactive Virtual Reality Apps

Our Mission

Drive delightful consumer experiences and positive business outcomes with innovative digital products and services.

TA K I N G V R T O T H E M A R K E T :

H A R D WA R E + A C C E S S O R I E S

Page 12: Designing UI and UX for Interactive Virtual Reality Apps

TETHERED HEAD MOUNTED DEVICES

Page 13: Designing UI and UX for Interactive Virtual Reality Apps

MOBILE COMPATIBLE DEVICES

Page 14: Designing UI and UX for Interactive Virtual Reality Apps

CONTROLLERS : GAMEPADSXBOX ONE, STEELSERIES

Famil iar controls

Cannot see controls with the headset.

Kinda annoying

Page 15: Designing UI and UX for Interactive Virtual Reality Apps

NATURAL CONTROLLERSHTC VIVE TRACKPAD, OCULUS TOUCH

Page 16: Designing UI and UX for Interactive Virtual Reality Apps

MOTION TRACKERSOCULUS PRESENCE, HTC VIVE BASE CONTROLLER

Page 17: Designing UI and UX for Interactive Virtual Reality Apps

MOTION TRACKERSLEAP MOTION, GLOVE ONE

Page 18: Designing UI and UX for Interactive Virtual Reality Apps

Our Mission

Drive delightful consumer experiences and positive business outcomes with innovative digital products and services.

TA K I N G V R T O T H E M A R K E T :

A F E W G O O D E X A M P L E S O F V R

Page 19: Designing UI and UX for Interactive Virtual Reality Apps

COCA-COLA : ENGAGEMENT WITH STILLS

Page 20: Designing UI and UX for Interactive Virtual Reality Apps

INFINITY VR : INFORMATIONAL (MASS DISTRO)

Page 21: Designing UI and UX for Interactive Virtual Reality Apps

AUDI VR : RIDE YOUR DREAM CAR

Page 22: Designing UI and UX for Interactive Virtual Reality Apps

IKEA DESIGN YOUR OWN KITCHEN

Page 23: Designing UI and UX for Interactive Virtual Reality Apps

SIX FLAGS : ROLLERCOASTERS + VR

Page 24: Designing UI and UX for Interactive Virtual Reality Apps

FPS : w/ VIRTUIX OMNI

Page 25: Designing UI and UX for Interactive Virtual Reality Apps

BUSINESS APPS : w/ MAGIC LEAP

Page 26: Designing UI and UX for Interactive Virtual Reality Apps

Our Mission

Drive delightful consumer experiences and positive business outcomes with innovative digital products and services.

TA K I N G V R T O T H E M A R K E T :

S O H O W D O YO U D E S I G N F O R V R ?

Page 27: Designing UI and UX for Interactive Virtual Reality Apps

REMEMBER.. FIRST PRINCIPLES

AWESOME

EXPERIENCE == ==HAPPINESS $$$$

Page 28: Designing UI and UX for Interactive Virtual Reality Apps

s imulator sickness / Vertigo

Ergonomics and interactions

MOST COMMON COMPLAINTS ABOUT VR

Page 29: Designing UI and UX for Interactive Virtual Reality Apps

c onfl ict between visual and

bodily senses

Blame evolution!

UNDERSTANDING SIMULATORSICKNESS / VERTIGO

Page 30: Designing UI and UX for Interactive Virtual Reality Apps

F l icker

Feeling that they are at the edge

Speed and acceleration

Non-user init iated movement

(degree of control)

MOST COMMON REASONS

Page 31: Designing UI and UX for Interactive Virtual Reality Apps

#1

Use higher end hardware (90fps)

MITIGATING SIMULATORSICKNESS

Page 32: Designing UI and UX for Interactive Virtual Reality Apps

#2

Teleport (else, infrequent short

bursts of accel)

MITIGATING SIMULATORSICKNESS

Page 33: Designing UI and UX for Interactive Virtual Reality Apps

#3

Ground users w/ famil iar elements

in the foreground.

MITIGATING SIMULATORSICKNESS

Page 34: Designing UI and UX for Interactive Virtual Reality Apps

UNDERSTANDING CHALLENGES WITH UX/ID

c ompletely immersive.

Fear of the unknown ( Technology

meant f lat/2D).

Page 35: Designing UI and UX for Interactive Virtual Reality Apps

UX/ID

L ocation/ Space

- Work? Home? Conference?

Experience type

- Informational? Interactional?

Consumption Channel

- Mobile/Tethered

- Auxil iary input devices

Page 36: Designing UI and UX for Interactive Virtual Reality Apps

UX/ID:1. USE CURVED SPACES

Page 37: Designing UI and UX for Interactive Virtual Reality Apps

Foreground (2-3 m)

- Content

- Workspace

Middle

- Peripheral

Background

- Curiosity

UX/ID:2. USE Z ZONES FOR DEPTH

Page 38: Designing UI and UX for Interactive Virtual Reality Apps

UX/ID:3. NARROW FIELD OF VIEW

Page 39: Designing UI and UX for Interactive Virtual Reality Apps

UX/ID:4. TEXT ELEMENTS @

1 .5 - 2M FOR READABILITY

Page 40: Designing UI and UX for Interactive Virtual Reality Apps

UX/ID:5. GAZE CONTROL

SELECTION 1.5 - 2.0 SECS

Page 41: Designing UI and UX for Interactive Virtual Reality Apps

UX/ID:6. MENU ITEMS BELOW

LINE OF SIGHT

Page 42: Designing UI and UX for Interactive Virtual Reality Apps

UX/ID:7. ADD DEPTH TO SELECTION ELEMENTS

(MOTION TRACKER

Page 43: Designing UI and UX for Interactive Virtual Reality Apps

UX/ID FOR VR WILLCONTINUE TO EVOLVE

H ardware innovation wil l drive

change

Famil iarity and standardization

wil l also drive UX/ID

Mixed Reality (AR + VR) is on the

horizon).

Page 44: Designing UI and UX for Interactive Virtual Reality Apps

GOOD PEOPLE TO FOLLOW

MIKE ALGERGOOGLE

ALEX CHUSAMSUNG

Page 45: Designing UI and UX for Interactive Virtual Reality Apps

# 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

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 .