9. It’s going to be super hot
Investments
Products
Hardware
Low entry barrier
10. Why should DESIGNERs pay attention ?
It’s still undefined - nanscent and evolving
not boxes and arrows in flat screen - Designing real space
It’s about real immersive interaction - the UX
Not just window to digital world but THE WORLD
No more fiction - It’s real in your hands as Native mobile apps - increasing
Is it different than current UI design? Will find out
11. Why should DESIGNERS pay attention ?
if you currently own a smartphone
chances are, you are already carrying a virtual reality
device in your pocket
26. VR content market
Video posts have 135%
greater organic reach
than photo posts
People spend 3x longer
watching video which is
Live compared to video
which is no longer Live
https://medium.com/omnivirt/360-video-vr-performance-statistics-from-1000-campaigns-2f7343ecfe13
https://www.socialmediatoday.com/marketing/top-5-facebook-video-statistics-
2016-infographic
27. Why so hot?
View Hardware prices have gone down drastically
360 Capture hardware growth
H/W capable of delivering high quality output - UX
Low cost hardware
Portable - mobile phones
Platform and frameworks utilizing h/w capabilities
IMMERSIVE
29. Context Users Goals
Design Process
Experience
Immersion
Learning
Explore
Media
Gamers
Enterprise
Entertainment
Gaming
Healthcare
Automotive
Manufacturing
Design
user personas, conceptual flows, wireframes, an interaction model
32. Design elements
Units - not pixels but cm, inch, feet, m
Dimension - x,y,z - near and far
Peripheral vision
Typography - legibility
Shape vs volume
User Point of reference - stationary vs moving
Seated vs Standing interaction
Spatial sound/audio
Ergonomics - physiological, environment
contd...
39. Typography
Avoid showing text on white and translucent
backgrounds
Minimum readable size for the font in VR is height
of 2.32cm on the distance of one meter
Recommended size of the font is height of 6.04cm
on the distance of one meter
Try
https://coob113.github.io/font_test/size.html
41. Point of reference
Stationary MovingControls placement
2d Layout vs 3d object placements
Interactive elements - near and far
Movement
Framing the content
Ground the user
52. Googles’ design guidelines for VR
1. Using a Reticle
2. UI Depth & Eye Strain
3. Using Constant Velocity
4. Keeping the User Grounded
5. Maintaining Head Tracking
6. Guiding with Light
7. Leveraging Scale
8. Spatial Audio
9. Gaze Cues
10. Make it Beautiful
53. In the age of
digital tools for
design and
prototyping
We are going to
use paper
wireframing