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

 

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.

 

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

 
 

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

 

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