For three months, I explored VR UX design with the goal of learning new technologies; designing humanely; creating rapid, interactive prototypes; and regularly sharing my work through case studies and weekly journals.
UX Designer
June - August 2016
Over the summer during my masterâs degree at CMU/M-ITI
Myself
The timeline and various locations of my masterâs program.
When I was in my dual-degree masterâs program at Carnegie Mellon University (CMU) and Madeira Interactive Technologies Institute (M-ITI), we spent a semester at CMU, then two semesters in Portugal, separated by a one semester internship.
I didnât find an internship that would let me explore what I needed to, so I decided to create my own. I spent a few months researching core VR UX challenges in shorter, focused design sprints.
The big question: âWhat are the best practices for UX design in VR and how should we prototype our designs?â. I went about answering it with one to two week long sprint starting with a question, followed by a design exploration, prototyping, and user testing. I needed to also allocate time and resources efficiently, to ensure I got what I needed out of my internship.
In my process, I had four goals:
I ended up publishing weekly journals and a few case studies under my Humane Virtuality Medium publication.
With this interaction mode, turning your head to the left, rotates the right side of the boxes towards you so that you may see the yellow doughnut otherwise hidden behind them.
How can a user see around an object if their headset doesnât have positional tracking (e.g. Google Cardboard)?
I build an environment with togglable elements and various interaction methods:
Two scaled interaction methods.
How I had to set up my devices to get meaningful data from user studies.
Overall, users appreciated the interaction and scaling function, but didnât notice the difference between direct and inverse manipulation.
Case Study ⢠Experiment
A 3D-ified mockup of a flat Dribbble mockup I ran across.
What can be learned by taking a design from the web and translating it into VR? Which design elements make it through the transition?
A grid I used to test a helper function that would draw an image on a partial cylinder
A diagram I made to illustrate binocular disparity in my case study.
A diagram I made to illustrate how a feeling of depth can be constructed from a set of planes or cylinders.
Curved mockups can be more pleasant than planar mockups because each point is equidistant to the userâs eye. Additionally, minor depth cues can make an interface âpopâ. However, when viewing the scene from the monoscopic perspective of your development laptop screen, you can easily miss depth cues seen only with stereoscopic vision.
Case Study ⢠Experiment
Linear animation without easing. Here, a user goes through all points between the start and end.
What are the best ways to move in VR (especially if you only have a 3dof headset)?
I created an ontology of ~20 ways to traverse environments in VR. This early sketch allowed me to make better decisions about which methods I wanted to build.
Jump cut. The user is instantly transferring between the start and end point. These are straightforward and comfortable, but can make the user lose context.
Micromovements. If jump cuts are the most comfortable, but make you lose context, what if the user went through a series of n
jump cuts between the start and end points? I thought it was nifty, but the few people I tried it on thought the prototype was lagging.
Four and a half of these I prototyped: three simple methods (jump, fade, and animate) and one and a half complex methods (micromovements, and a partially implemented rotate-into).
Case Study ⢠Experiment
How do video controls change when the content is all around you (i.e. spherical videos)?
We moved from physical controls on television sets, to remotes, to UIs in our browser windows. Now we need to explore what comes next.
Critically examining @oscarmarinmiroâs video controls layout.
My first pass put the controls right in front of the user. This is uncomfortable because (1) the relaxed human eyeline is a few degrees down from horizontal and (2) it immediately gets in between you and the content (especially uncomfortable if you accidentally brought up the controls).
This experiment continued my exploration of differences between a planar mockup, a curved mockup, and a volumetric mockup while also exploring designs for spherical video controls.
Inspired by @oscarmarinmiro.
Journal ⢠Experiment
What does it feel like to see earth from a satellite point-of-view?
The Earth from just above.
Before I applied the atmospheric effect to the Earth.
I started by trying to make the whole solar system, before I realized I should scope down more to just the Earth.
After hearing a podcast on SpaceVR, I was inspired to create an experience based on their project. Their goal is to send a satellite into space which would capture spherical video people on the Earth could experience in VR.
I started by building a model solar system where I had a lot of control over where I could place the camera, yielding a set of viewpoints. However, I realized I was building something more complicated than I set out to do. So, I wrapped it up and re-started. For my second attempt, I had a clearer project in-mind: less robust, more to the point.
Journal ⢠Experiment
I concluded my internship by researching what was needed to create an effective and approachable VR creation tool â something between Sketch, Framer, and Unity.
Each experiment looked at a very particular VR UX problem. After working with enough specifics, I can generalize my design insights and prototyping expertise.
Design
Prototyping
User studies