gamerista.net 2014 oculus rift dk 1 virtual reality user experience survey

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  • OCULUS RIFT DK 1 VIRTUAL REALITY USER EXPERIENCE SURVEY

    gamerista TM (c) 2014 www.gamerista.net

    CREATIVE COMMONS - ATTRIBUTION NON-COMMERCIAL 4.0 INTERNATIONAL LICENSE

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  • $2 BILLION

    REALITY IS REALLY REAL

    FACEBOOK 2013 PURCHASE OF OCULUS RIFT

    gamerista TM (c) 2014 www.gamerista.netCREATIVE COMMONS - ATTRIBUTION

    NON-COMMERCIAL 4.0 INTERNATIONAL LICENSE

  • OUR SURVEY SHOWS THAT USERS WERE VERY ENTHUSIASTIC ABOUT THE RIFT DK 1 USER EXPERIENCE. THE MAJORITY OF THOSE SURVEYED FOUND IT TOTALLY COOL. ALMOST 80%, FOUND THE RIFT EXPERIENCE MIND-BLOWING.

    OR Development Kit 1 (DK 1)

    THE SLOWER FRAME RATES FEATURED ON DK 1 CONTRIBUTED TO A SIGNIFICANT NUMBER OF USERS REPORTING HAVING SOME FORM OF DISORIENTATION OR DISCOMFORT. THE NEWER DK 2 AND FUTURE MODELS FEATURE HIGHER FRAME RATES (Frame rate is a partial contributor to user virtual reality disorientation and nausea).

    WHILE DK 1 USERS TESTED WERE ONLY ABLE TO EXPERIENCE LIMITED DEMOS, PROTOTYPE GAMES AND APPLICATIONS, MOST FELT THAT GOOD FUTURE CONTENT WILL DRIVE ADOPTION OF RIFT AND VIRTUAL REALITY IN GENERAL.

    THE TOP 3 PLATFORMS USERS WOULD PREFER TO HAVE RIFT EXPERIENCES ON ARE: PC, SONY PLAYSTATION 4 AND STEAM.

    ALMOST 80%, ON AVERAGE, WOULD RECOMMEND A RIFT PURCHASE TO A FRIEND WHEN IT BECOMES COMMERCIALLY AVAILABLE.

    USERS GENERALLY LOVED RIFT DK 1

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  • RIFT: SMART OR DUMB MONEY?Facebook surprised everyone in December, 2014 and purchased Oculus Rift (OR) for an astounding $2 billion. At the time, OR had no commercially available product nor any revenues as a startup company in the R & D stage of growth. Many lauded the Facebook move as a visionary bet on a whole new user experience paradigm. Time will tell. At the time of the Facebook acquisition, OR only oered one experimental R & D head-mounted display (HMD) known as Development Kit 1 (DK 1 or Rift) to approximately 60,000 OR developers on a limited basis. The Facebook acquisition has resulted in major acceleration and growth in the Rift development eort. New R & D versions of the Rift HMD are being introduced regularly.

    OUR OCULUS RIFT OPEN SOURCE CREATIVE COMMONS ATTRIBUTION SURVEY

    Our Oculus Rift DK 1 User Experience Survey was developed to gather initial user experience impressions of the Rift DK 1. Our commitment to those surveyed was that we would keep their responses and profiles blinded, nor would we use these findings for commercial gain. Respondents were told we oer the findings for free to all, in order to help the Rift development community and beyond. These data may be used by anyone with the caveat that they must credit and provide attribution to gamerista TM (c) 2014 (www.gamerista.net) if used in other presentations or derivative works and not be used for commercial gain under the Creative Commons - Attribution Non-Commercial License.

    NEW IMPROVEMENTS SINCE DK 1 RELEASE

    Virtual reality is not new. It has a long and uneven history going back many decades. We will not review that history but rather provide some data from user experience surveys we conducted in the first half of 2014, when the Rift DK 1 was released.

    As such, these data are now confined only to the DK 1. Rift DK 2 replaced DK 1 in August, 2014. The Crystal Cove Rift HMD release was announced in September, 2014, and is projected to replace DK 2 in April 2015. Despite the many improvements and innovations which have been made to the R&D versions of the Rift HMDs, no commercial product was available in the general marketplace as of November, 2014. OR has announced a number of future plans, including a development partnership with Samsung to use its mobile Samsung Note 4 phone in a portable MMD without wired connections (a/k/a tetherless headset).

    OR Development Kit 1 (DK 1) May, 2013

    OR Development Kit 2 (DK 2) August 2014

    Crystal Cove April 2015

    THE FUTURE OF VIRTUAL REALITY

    Our Oculus Rift DK 1 User Experience Survey was conducted to gather first user experience impressions of the DK 1. Most users surveyed had either seen a DK 1 demo at a trade show (45%) or said they were DK 1 developers themselves (44%). While this R & D version of the Rift is now obsolete, this survey does provide some interesting insights into how new users and developers experienced the Rift in its first demo oer. As such, there are some lessons to be learned about the future of the Rift and HMD-based virtual reality user experiences in general.

    SURVEY DISCLAIMER & SAMPLE SIZE

    gamerista TM has no commercial ties to Oculus Rift or Facebook and independently conducted an anonymous online user survey from December 2013 to March, 2014. We had 29 completed blind responses to a set of 14 questions on the OR Rift DK 1 user experience. In the field of User Experience Testing, a sample of 7 to 10 users is considered valid and survey design research shows that results do not vary significantly if the sample is expanded exponentially.

    Initial development HMD with 60 fps frame rate

    Second generation HMD with 75 fps frame rate plus positional tracking added

    Third generation HMD with 90 fps frame rate, plus 3600 tracking added

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  • TRIED RIFT AT TRADE SHOWSHow often have you ever used Oculus Rift?

    CREATIVE COMMONS - ATTRIBUTION NON-COMMERCIAL 4.0 INTERNATIONAL LICENSE

    gamerista TM (c) 2014 www.gamerista.net

    TAKEAWAY

    THE MAJORITY WERE FIRST TIME USERS, SO THERE WAS A NOVELTY EFFECT WHICH MAY HAVE CONTRIBUTED TO THEIR REACTIONS.

  • ENJOYED THE HEADSET EXPERIENCE

    CREATIVE COMMONS - ATTRIBUTION NON-COMMERCIAL 4.0 INTERNATIONAL LICENSE

    gamerista TM (c) 2014 www.gamerista.net

    TAKEAWAY

    MANY ENJOYED THE RIFT HMD, BUT MOST FELT FORTHCOMING IMPROVE- MENTS COULD HELP MAKE IT BETTER.

    What is your overall reaction to wearing the OR headset?

  • FRAME RATES & GAME STICKS

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    TAKEAWAY

    WITH A MIX OF TRADE SHOW DEMO USERS AND DEVELOPERS, WE ASSUME ONLY THE DEVELOPERS KNEW ABOUT CONFIGURATION DATA ISSUES AND FRAME RATES.

    If you are familiar with configuring OR, did/do you do any of the following things in using the OR?

  • RIFT MOSTLY USED WHILE SITTING

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    TAKEAWAY

    MOST USERS SAT DURING DEMOS AND IN OTHER VENUES SUCH AS A DK 1 DEVELOPERS STUDIO.

    When you wear (or wore) the OR headset, were you standing or sitting or both?

  • MOSTLY PREFFERED SITTING

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    TAKEAWAY

    SITTING SEEMS TO BE THE PREFERRED MODE OF USING RIFT TO DATE.

    Which position do/did you prefer when wearing and using the OR headset?

  • WEARING A HEADSET IS A NOVEL EXPERIENCE

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    gamerista TM (c) 2014 www.gamerista.net

    TAKEAWAY

    THE VAST MAJORITY FOUND THE RIFT HMD COMFORTABLE TO WEAR OR DIDNT HAVE ANY NOTABLE DISCOMFORT.

    What was your physical experience of wearing the OR headset the first few times?

  • RIFT FELT TOTALLY COOL

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    gamerista TM (c) 2014 www.gamerista.net

    TAKEAWAY

    WHILE THE MAJORITY OF USERS HAD A TOTALLY COOL EXPERIENCE, A SIGNIFICANT NUMBER EXPERIENCED SOME FORM OF VR DIS-COMFORT AND DISORIENTATION.

    Once you were in a game or app environment wearing the OR headset, how did it make you feel physically?

  • HANDLING RIFT VR DISORIENTION

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    gamerista TM (c) 2014 www.gamerista.net

    TAKEAWAY

    MORE THAN HALF OF THOSE WHO HAD VR DISCOMFORT OR DISORIENTATION ADAPT-ED TO THE EXPERIENCE.

    If you felt/feel disoriented and/or nauseous while wearing the OR headset, what do/did you do about it to stop it?

  • MAJOR RIFT GAMES & APPS TRIED

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    TAKEAWAY

    USERS HAD TRIED MOST OF THE COMMONLY AVAILABLE ORIGINAL DEMOS AVAILABLE FOR DK 1 AT THE TIME.

    What OR DK 1 supported games or apps have you tried?

  • LIKED THE DEMOS SEEN BUT

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    TAKEAWAY

    MOST USERS LIKED THE GAMES THEY SAW AND WANT MORE IN THE FUTURE AS THE RIFT DEVELOPS.

    Which statements best describe your experience with OR and th