future vr input & ux solutions
Post on 16-Jan-2017
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Game Director / User Experience Designer / Technical Architect
VR is coming sooner than you think!!
We already have crossed the line
In 2016 there will be 5 consumer VR platforms on the market
Consumer VR Hardware 2016!!!!
What works well in VR?
VR / AR Convergence
What's Changed? Why now?
What works in VR?
PresenceThe single most important thing in every VR experience
Sight, look around you, visual exploration
Users should need and want to look around in the world
Closer items have more impact
There are many ways to use that impact
Many layers of depth can add to presence
What does not work in VR?
Dont mess with the inner ear
When our senses dedicated to presence disagree the body responds by attempting to remove any potential toxins we me may have swallowed
If you do break the rules, break them wisely
Plan for a range of input possibilities
So many options...
Mapping user intent
Give the user a way to project their intentions
How do we express and interact in the real world
Gaze based interactions
Show user focus
Mapping user intent byonly show whats right
Tomato Presence!our focus become what we interact with
Its even more important in social experiences
What about user interfaces?
You need find somewhere to put itHint ( not your face )
Here is a lesson I learned the hard way
Dealing with depth can be tough
It needs to be contextual
Gestures usually suck
Computers look for single conditionsUsers explore whats possible
Needs to be obvious & reliable
Focus on user intent via oversimplification & automation
Design for the hardware
UI can reinforce the behavior
Test, Fail, Rebuild, Improve, Learn
HOW TO CONNEC WITHARTIST,DESIGNERS & DEVSIN TORONTO?
TorontoVR is a monthly event for the VR community in Toronto where we can share, discuss, connect and explore the potential of Virtual Reality!
RSVP for the next event @ http://www.meetup.com/TorontoVR/
Thanks For Coming Out!