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VR Design Guidelines
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Designing VR For Humans - Mike Alger

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Designing VR For Humans - Mike Alger

  1. 1. Designing VR for Humans MikeAlger
  2. 2. Welcome to the spaceship We found this primitive human species. We decided to keep it as a pet. But it seems to freak out in our strange environment.
  3. 3. Welcome to the spaceship So we created this device to keep it happy. Here’s the results of our tests, based on our findings of human evolution…
  4. 4. This is a typical human shape. very strange.
  5. 5. Input 43º C Main Outputs Sweat
  6. 6. Input Breakfast Main Outputs Energy 😀 💩
  7. 7. Input Mismatched vestibular and ocular information Main Outputs Breakfast
  8. 8. Input Scary object close to face Main Outputs Dodge Scream Adrenaline
  9. 9. Input Confusing UI Main Outputs Frustration 😠
  10. 10. Input Easy UI Main Outputs Fast Task Completion
  11. 11. Input Good Experience Main Outputs Happiness 😀
  12. 12. Input Marketing for Good Experience Main Outputs Money 💵 💷 💶
  13. 13. If you want to try to make humans happy… Try relying on nature first and nurture second
  14. 14. object features to draw attention understandable spatial relationships color with evolutionary reasons - i.e. blood red nesting instincts exploration instincts defensive, food gathering, reproductive, parental, etc.
  15. 15. Field of View
  16. 16. Source: Alex Chu, Josh Carpenter, Jody Medich
  17. 17. Range of Motion
  18. 18. Combine FOV and Rotation to get Content Zones
  19. 19. Lessons from other mediums
  20. 20. Traditional Art color palettes composition lighting texture Animation easing curves illusion of weight
  21. 21. Print Design headlines typography line length contrast imagery Web Design white space clear interactions hover states don’t just make it work
  22. 22. Theater storytelling suspension of disbelief staging & blocking pacing Film shot types editing production workflows fore- mid- background compositing Television journalism monetization techniques episodic form standardization photosensitive epilepsy
  23. 23. Architecture materials distances information design support structure landscaping paths Interior Design space customization feng shui cloth
  24. 24. Game Design asset optimization gamification interactive storytelling
  25. 25. Consolidated Pro-Tips for your human’s User Interface not canon take it or leave it
  26. 26. Use line of sight to reveal information PRO-TIP Source: Elite: Dangerous, LEAP Motion Planetarium, Siemens Demo Animals in environments with too much going on are more likely to miss a critical detail and die, so the brain sends signals to escape. Also, humans fear the unknown and have a desire to explore and understand so they don’t die. WHY
  27. 27. Take care of humans responsibly Minimalism helps keep the environment simple, and thus less stressful. But having information available immediately is pleasing.
  28. 28. Don’t show what you don’t know PRO-TIP Source: Stanford Human Interaction Lab, Altpace VR, Jody Medich Proprioceptive Disparity; If a human ate something poisonous, it might cause mismatched signals in their senses. The brain reacts by making the body sick to vomit what they ate. This is why vestibular and ocular mismatch makes humans sick. This also breaks suspension of disbelief. WHY
  29. 29. Take care of humans responsibly You’re better off not showing an elbow rather than showing one in the wrong place.
  30. 30. Looking left and right is easier standing; Up and down is easier sitting PRO-TIP Source: Jody Medich It’s the way human muscles and tendons evolved WHY
  31. 31. Take care of humans responsibly Format content for the experience. Use rows and columns where they make sense. vs
  32. 32. 5cm separation on near UI elements is as clear as a drop-shadow in 2D PRO-TIP Source: Josh Carpenter object identification based on parallax and convergence is hard- wired into the human’s brain WHY
  33. 33. Take care of humans responsibly Use z-depth for hierarchical UI elements
  34. 34. Flat planes look convex from distortion; Compensate with dynamic plane curvature PRO-TIP Source: Steam VR, Jody Medich The brain breaks suspension of disbelief with unexpected physical characteristics WHY
  35. 35. Take care of humans responsibly Adjust 2D plane curvature based on distance from user Use a reference grid to test
  36. 36. Sound helps for lack of tactile feedback PRO-TIP Source: Jody Medich Synesthesia; The human’s senses work together. Smelling things can give it the illusion of taste. Sound feedback on actions helps (but doesn’t always solve) WHY
  37. 37. Take care of humans responsibly If they touch something, play a corresponding sound
  38. 38. Human scale helps spatial cognition PRO-TIP Source: Jody Medich Humans come automatically trained to recognize distances relative to themselves. WHY
  39. 39. Take care of humans responsibly Help your human navigate, remember, and find things by using real sizes
  40. 40. Podiums help them feel balanced PRO-TIP Source: Alex Chu Vertigo; When a human is near an e d g e , t h e y m a y b e c o m e unbalanced, making them want to grab something for support. Having a railing, podium or object near helps them feel more comfortable. WHY
  41. 41. Take care of humans responsibly Ground them with elements in the foreground plane, particularly for standing experiences Foreground Midground Background
  42. 42. Use aspects of physical reality, even if your art style is not photorealism PRO-TIP Source: Jody Medich, Alex Chu, Tony Davidson Presence is involuntary subconscious suspension of disbelief. The brain accepts a presented reality more readily if physical properties behave appropriately. WHY
  43. 43. Take care of humans responsibly Pay attention to the way light bounces. Add imperfections and reflections. Use optimized normal maps and shaders to achieve believable materials and corners. Bake ambient occlusion and raytracing where possible.
  44. 44. More UX/UI Resources Josh Carpenter - Mozilla Jody Medich - LEAP Motion Alex Chu - Samsung
  45. 45. one more thing…
  46. 46. Don’t forget to feed them and keep them watered.
  47. 47. MikeAlger Ravensbourne MA/MSc London
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  • GraemeCarr

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