top of page

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
Aditya Sisodiya

June 8, 2018

Head of Virtual Production, MergeXR

Enhancing Virtual Production

Design and Development Challenges 

I embarked on my virtual production journey in 2021 with a passion for blending technology and creativity. Since then, I've been on an incredible path of discovery and innovation. Throughout my time at MergeXR, I've gathered invaluable knowledge from various resources and experiences, shaping my unique approach to creating a future of storytelling tools.

Make Games

So what is Virtual Production?

It is the future of storyteling!

Virtual production lets you shoot the impossible, edit the incredible, and create the unthinkable—all in real-time with the help of Unreal Engine!
 

Think of it as directing a blockbuster from your laptop, with virtual sets, real-time effects, and no travel headaches. It’s the ultimate creative playground where imagination meets technology!
 

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

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

5.Implement

Begin Development

RP Loop

3b.Prototype first approach

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

3b

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

Made by Createxion | 2020 

  • Facebook
  • Twitter
  • YouTube
  • Instagram
bottom of page