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
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