Extended slides for my talk that I gave during Element Talks 2019. In this presentation I'd like to show what are some first challenges for designers when transitioning from 2D UX design to 3D UX design.
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Paweł Ruszlewski - First steps in Mixed Reality design
1. LET'S DESIGN
MAGIC
First steps in Mixed Reality design
ruszlewski@gmail.com
Paweł Ruszlewski
www.startberry.com/mixed-reality-lab/
2. Paweł Ruszlewski
VR, AR, UX, UI
Software engineer, Product / UX / UI designer, enthusiast of agile philosophy.
I graduated in IT and during that time I developed my passion for design.
Design that is affordant, discoverable, functional and delightful.
PRODUCT DESIGNER
Senfino
6. IMMERSION
Perception of being physically present in a non-physical world.
The perception is created by surrounding the user of the virtual objects
that provide an engrossing total environment
Immersion is what each of these technologies have in common
8. REALITY - VIRTUALITY CONTINUUM
Physical
Reality
Virtual
Reality
Mixed Reality
In 1994 Paul Milgram defined a mixed reality as "...anywhere between the extrema of the
virtuality continuum” , where the virtuality continuum extends from the completely real
through to the completely virtual environment with augmented reality and augmented
virtuality ranging between.
9. REALITY - VIRTUALITY CONTINUUM
Physical
Reality
Virtual
Reality
Mixed Reality
World created only by the laws of physics.
Material world that we’re interacting with on a
daily basis
Full virtual simulation on a neurological level.
Currently unavailable from technological point
of view.
15. Source: Minecraft Earth launch teaser video
https://www.minecraft.net/en-us/earth
Live demo during Apple Keynote: https://www.engadget.com/2019/06/03/minecraft-earth-gameplay-apple/
MINECRAFT
EARTH
18. Microsoft Hololens 2 Trailer: https://www.youtube.com/watch?v=k_eNxzn9DT0
Microsoft at MWC19 in Barcelona - Hololens 2 launch at 24:20 https://youtu.be/c1CZsqwnWtM?t=1460
27. IDEA
PROCESS
PROTOTYPE BUILD
x ∞
USER TESTING
Spatial and perspective drawings
or concept art’s to present general
idea of interaction inside your
team
Physical or virtual spatial
prototypes to test your initial idea
in three dimensional space.
Bodystorming technique for
physical prototyping:
https://docs.microsoft.com/en-us/
windows/mixed-reality/case-
study-expanding-the-design-
Early builds of prototyped
interactions in final envioriment.
Engines to be used for example:
Unity, Unreal Engine
28. IDEA - CONCEPT ART
Source: Microsoft Holo Academy Guidelines
https://docs.microsoft.com/en-us/windows/mixed-reality/case-study-expanding-the-design-process-for-mixed-reality
29. EARLY PROTOTYPE - VR SKETCH
Example tool for VR prototyping and early sketching:
https://www.sketchbox3d.com/
33. VERTICAL FIELD OF VIEW
Based on Microsoft Holo Academy Guidelines
https://docs.microsoft.com/en-us/windows/mixed-reality/comfort
User
0º - 35º OPTIMAL REGION
0º - 10º UPPER REGION
35º - 60º LOWER REGION
36. Fotos z filmu “Kartka z Powstania" by LocoMotive
ACCOMMODATE USERS TO
SPATIAL EXPERIENCE
1.Start your experience by placing all interactions in the middle
of the optimal interaction region
2.As the story goes expand visible interactions so that user can
understand that the interface and the whole experience is
spatial
3.Apply these rules both for VR and AR
38. STORY FLOWUSERFLOW
STORY DRIVEN TIMELINE
“Instead of page or task flows, with immersive media, we move into story flows.
Story flows are characterized by potential 'start and stop' sequences that trigger
or inspire discovery and user interaction. “
https://www.experiencedynamics.com/blog/2018/05/importance-storytelling-presence-ar-ux
40. STANDING VS SITTING EXPERIENCE
Windows Mixed Reality headset setup process
Even If you design your app as sitting experience users still by default can
move around even beyond boundaries initially designed if his or hers
physical space and hardware allows that.
41. No matter how you design your story flow your user still can freely explore VR
environment even beyond what designer had planned for the user.
43. NATURAL MOVEMENT
Source Youtube: “Experience Mixed Reality at World Scale” by Windows
https://www.youtube.com/watch?v=67yLuiSfMWM&t=1s
1.360 Tracking
2.Desk Scale Tracking
3.Room Scale Tracking
4.World Scale Tracking
45. source: Valve The Lab
1. Hold button
2. Point to target
3. Release
4. Teleport
TELEPORTATION
46. source: Google Earth VR
SMOOTH MOTION
MOTION SICKNESS
Smooth movement of VR avatar while user stays stationary can lead to
serious motion sickness since there is a mismatch between what your
eyes see and what your physical body feel. Our brains can’t combine
these two mixed signals.
47. source: Google Earth VR
SMOOTH MOTION
To prevent motion sickness and still use Smooth Motion movement try
tu use tunnel vision. Player sees the he’s stationary while the world is
moving inside a virtual windows in front of him.
50. source: Google Blocks tutorial
• Respect platform guidelines
• Include tutorial in
your story flow
• Don’t be afraid of tooltips
• Consider generic controller
model for cross-platform
experience
CONTROLLRES
51. AUGMENTED REALITY INPUT
Spatial virtual interactions with physical hands - Hololens 2 launch at 31:45 https://youtu.be/c1CZsqwnWtM?t=1905
54. When we designed app where user could explore both rooms and garden of a virtual house people where shocked that
while being in the garden they couldn’t hear any birds or sound of wind blowing. Sound is crucial part of VR experience
and even If your experience doesn’t have any specific sources of sound keep in mind to include at least ambient adio
background i.e. wind, electronic device humming etc to maintain consistency between what user sees and hears.
55. User
SPATIAL SOUND
Sound in VR and AR can be spatial. You can use directional sound to your advantage. For example as an indictor of
something happening in the curiosity zone behind your user.
58. WWW.VRARPOLAND.COM
KRZYSZTOF WRÓBEL
PAWEŁ RUSZLEWSKI
VR/AR Poland is a non-profit personal initiative aimed to bring
together companies, creators, developers and artists that are
passionate about immersive technologies. We believe that at this
stage of VR/AR development it's crucial to present the broad range of
immersive experiences available for our future clients especially with
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the past few years.
If your company is taking part in VR/AR revolution or you consider
yourself as VR/AR developer, creator, world-class researcher and/or
thought-leader feel free to join our initiative. Only with your support
we can evangelise our local and global market about power of
immersive technology.