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The Frontiers of Virtual & Augmented Reality User Experience

Presented by: EDWARD MOORE

VR UX Design Specialist

Hosted by:

Welcome to...

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Outline

Interaction Design Techniques

Prototyping Tools

Market Overview & Projections

Q&A

UX Definitions & Examples

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About Me

~15 Years of UX Design for Videogames

Started VR UX Consulting in August 2014

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Show of Hands! Who Owns a VR Device?

Thinking about VR for your business?

Who works (or wants to work) in UX?

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Definitions & Examples of VR/AR User Experience

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Virtual Reality (VR) vs. Augmented Reality (AR)

VR replaces your reality & creates the sensation of being surrounded in a new environment

AR overlays unreal elements & information to enhance your existing environment

VR = CLOSED

AR = OPEN

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What is User Experience (UX)?

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What User Experience Is.

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Some UX Artifact Examples

Personas

Architecture Flows

Wireframes / Mockups

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What is New about VR/AR UX?

  • New tech, tools, & usability conventions & issues
  • Because of emerging conventions and a fragmented market, interactive prototyping is crucial
  • Because VR & AR are partial or complete artificial realities, natural input methods & real-world design thinking comes more into play.
  • VR/AR is spherical and organic. Don’t think of flat rectangles!

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What UX Practices Stay Relevant for VR/AR?

  • Understanding User Personas
  • Designing Journey maps to solve user problems
  • User Interviewing
  • Usability Research

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Virtual & Augmented Reality Market Overviews

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VR Market Overview

Mobile

Tethered (Console/PC)

Cost, Visual Power, Input Fidelity

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Mobile VR Market Overview

  • Basic, entry-level VR platform (~$15 USD) that has a lot of awareness and popularity (~20 million units)
  • Works with many existing iOS & Android smartphones
  • Supports rudimentary VR experiences (Only one button, can’t use hands)
  • Mobile VR Market leader (~5 million units)
  • $100 USD Headset for Samsung Android smartphones
  • Supports a simple touchpad and gamepads, plus new $45 motion controller
  • Successor to Google Cardboard
  • Uses a simple motion-controller (like Nintendo Wii) for limited selection of Android phones (Pixel)
  • $49 - Available now, new AR+VR HMD late 2017

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Wired VR Market (Console/PC) Overview

  • $400 USD PSVR Kit available now
  • Supports Gamepads and “Move” Motion Controllers
  • ~1 million units, Playstation 4 users
  • Kickstarted modern VR industry, owned by Facebook
  • Currently available only for PC
  • Uses Gamepads and “Touch” Motion Sensing Controllers
  • $600 USD, needs powerful PC to run
  • Developed by HTC & Valve
  • One Input Standard (Room Sensors and Motion Controllers) to promote consistent UX
  • $800 USD, needs powerful PC, & an extra room!
  • Provides premium VR UX

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Other VR Market Players

Microsoft Win 10 VR

Open Source VR (OSVR)

Star VR

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Augmented Reality in the Mobile World

Many Augmented Reality mobile apps exist and are already quite popular with users worldwide.

  • Social Media (Snapchat)
  • Gaming (Pokemon Go)
  • Non-Entertainment Applications (Yelp, Google Translate)

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Mobile AR Market Overview

  • Google’s Android Smartphone Platform for Mobile AR
  • Currently available in the phones from Lenovo, Asus, and Huawei (hybrid Tango-Daydream Phones!)
  • $499 USD
  • Projects objects and images onto lenses
  • Uses depth-sensors to constantly digitize your current environment
  • Recognize both voice and simple hand gestures
  • $3000 USD Developer Kit - B2B focus
  • Detect the environment using sensors and projects images onto lenses
  • Uses a smartphone-like device in your pocket to process data.
  • Unknown capabilities, release date, or price

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VR/AR Market Fragmentation

VR/AR MARKET

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VR User Market Data for 2017

1st-hand research of 8-14 year-olds shows high interest in:

  1. Samsung Gear VR
  2. Playstation VR
  3. Cardboard

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Worldwide Google Trends - VR Data

  1. Singapore
  2. United Arab Emirates
  3. Netherlands

. . .

10. USA

  • United Kingdom
  • Austria
  • Germany

. . .

7. USA

  • Norway
  • Taiwan
  • Sweden

. . .

14. USA

  • Norway
  • Hungary
  • Sweden

. . .

8. USA

1. USA

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VR/AR Revenue Projections

Current market is small and VR-focused

As tech improves and prices come down, by 2020, combined market may be worth $150 billion USD (mostly AR)

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Interaction Design Techniques for VR/AR UX

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VR-Specific UX/UI Design Constraints

  • VR plugs into user brains on an instinctual level.
  • Motion sickness is a genuine concern with VR, but not AR
  • New UX/UI Design issues
    • Camera motion design
    • Framerate & performance
    • Visual Density

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Combating Motion Sickness

Virtual camera behaviors require special consideration because it can cause motion sickness.

  • Don’t interrupt or interfere w. Gaze.
  • Any camera motions should be user initiated. Moving or changing the user camera with external forces can be very disruptive.
  • Cockpit, helmet, or even nose geometry or other visual grounding elements may stabilize users and promote comfort.

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More Camera Design Tips

Use Discrete Camera Rotation

Implement Motion-triggered Dynamic Vignette

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New (aka Old) VR / AR UX Design Inspirations

Because VR is an artificial reality, look to your reality for inspiration when crafting new & exciting user experiences.

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Head-Fixed (“Newspaper”) vs Diegetic UI

Research suggests head-fixed “newspaper” UI may sometimes (not always) break immersion or cause discomfort.

Users may find exploratory, diegetic (within world) UI elements more immersive & comfortable.

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Don’t be a Square!

  • Keep High Priority information centered in FOV
  • Push secondary information to the periphery (give users reasons to look around)
  • Your UI canvas is spherical & organic

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Virtual Embodiment

  • For VR, design your UX to match the physical state of users (sitting, standing, etc…)
  • Think about users’ 6th Sense - Proprioception!
  • Prototype VR & AR UI elements to establish standards for virtual interaction distances, font sizes, & typography.

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Virtual Embodiment Examples

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Examples of Virtual to Physical Input

VR input devices can also permit new, natural ways of prompting users for information, such as height.

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  • Although VR feels real, the deeper the immersion, the more fragile the illusion.
  • Abstracted, stylized visuals & lower visual density still feels “real” but is less “fragile”, promotes user comfort and better performance (extremely important on Mobile)

Visual Density, Stylization, & Immersion

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Realistic vs Abstract Visual Design

  • Still feels “real” (because of presence)
  • Lower density both promotes user comfort and better framerate (important for Mobile VR)
  • Less immersive and believable
  • Suits projects requiring real-world detail and high immersion
  • Works better for high-end PC or console VR
  • Maybe be more costly to produce assets

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Audio

  • Engage all senses!
  • Think about replacing visual feedback elements with audio or even dialogue.
  • Audio/SFX are useful for “delightful” interaction design and suggesting “versimilitude”
  • Most game engines provide “spatial” 3D audio solutions to enhance presence.

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The Gamepad VR-UX Issue

  • Oculus Rift, Gear VR, and PS VR support gamepads, you can’t see your hands in VR!
  • For casual audiences, unseen buttons = bad, easier for “hardcore gamers”
  • Consider a “virtual controller” affordance for users to look down at (very popular on PSVR & Daydream)

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AR UX Design Tips

  • For AR, think of “chunks” or modular interfaces.`
  • Use 3D or spatial paper prototypes
  • Search for Vuforia and other Unity plug-ins to prototype

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VR/AR UX Tools

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Can I Use Existing UX Design Tools? Sure, but..

  • Many UX tools for web/mobile lend themselves to “flat” or “rectangular” experiences.
  • Because of fragmentation...prototyping is crucial
  • Doesn’t leverage VR’s true strengths (dimensionality & presence)

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VR & AR Development Tools

  • More for mobile/2D, independent development, for both VR and non-VR applications
  • Accessible, flexible toolset and broad community support
  • Supports 27 platforms
  • FREE!
  • Powerful, designed for high-end rendering and graphically intensive “AAA” PC/console games, previsualization for films, and other non-gaming applications.
  • Supports 15 platforms
  • FREE!

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Spatial Paper Prototyping

Pros

Permits quick iteration on concepts by creating real-world objects without the need for time-consuming scripting or implementation.

Cons

Starts to break down when it becomes tedious or repetitive to simulate functions that computers can better accelerate.

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A “Sketchy” VR Prototyping Combo

+

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More VR Prototyping Tools

Storyboard VR

A-Frame (Web VR)

Sketch To VR

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VR User Research Tools

  • Heatmaps are analytics tools for user positions & behaviors
  • Currently working in Unity
  • Not working in Unreal, (although it has in past versions of the engine).

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VR User Research Considerations

  • Include Users of Asian descent and Adults for worst-case analysis of potential motion sickness
  • Comfort and Motion Sickness = top priorities
  • Contextual Inquiry - record users speaking thoughts while in VR.
  • Capture Video to see where users are looking in VR

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The Future of Natural Input & Interaction Methods

  • Human-to-Computer interaction = real-life interactions
  • Haptics & finger actuators = virtual sensations.
  • Improving Natural Input through Sensors, Voice, AI, and Machine Learning
  • Eye-Tracking is coming soon!

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Future of the UX Profession in AR/VR

  • Try as many VR/AR platforms & experiences to understand the landscape.
  • Poorly design VR/AR experiences won’t do well, good UX = strong differentiator.
  • Consider the benefits of Freelancing

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A Final Bonus Slide for Startups

  • Think about Early Adopter User Needs & Emotions vs. Majority Users
  • VR & AR are still in early adopter market phases
  • Avoid the Chasm with Lean Thinking & User-Centered Design (UCD)

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Resources for Further Reading

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Thinking about VR/AR UX for your Startup?

UX’ers - Want to Learn VR/AR UX?

Next 8-Week online course - coming soon!

info@uxoffer.com

Contact me for VR-UX Design Consulting

info@amped-ux.com

Want the PDF? Share your Email Address on the sign-in sheet!

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Q&A time! @ampedux #sdsw

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“Not-So New” Examples of Augmented Reality UX

EyeToy (PS2), PS Eye (PS3), PS4 Camera

Microsoft Kinect (XBox 360, XBox One)

Nintendo 3DS

Consumer-centric AR applications, hardware, experiences and use-cases have existed for many years, including:

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UX Artifact Examples

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GreyBox - Prototyping VR Within VR

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Basic Virtual Reality(VR) Example - 360 Degree Video

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Advanced VR Example - HTC Vive Demo

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Augmented Reality (AR) Example - Magic Leap