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
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.
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:
Overall, users appreciated the interaction and scaling function, but didnât notice the difference between direct and inverse manipulation.
Case Study ⢠Experiment
What can be learned by taking a design from the web and translating it into VR? Which design elements make it through the transition?
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
What are the best ways to move in VR (especially if you only have a 3dof headset)?
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)?
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?
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