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10 Principles of VR UI/UX Design (Define your Objective (Ride Along,…
10 Principles of VR UI/UX Design
Define your Objective
Ride Along
Interactive Experience
Tell a Story
Creation
Solving an issue
2.The Right Hardware
Types of Experience
By Movement
Laying
Sitting
Standing
Moving Around the Room
By User Action
Passive
Active
Creation Tool
Types of Hardware
Smartphone Mobile VR
Tethered Desktop/Console VR
Untethered Standalone VR
The Technical Side of VR
Sickness Avoidance
High FPS
Ground User
Avoid Acceleration
Maintain Head Tracking
Comfort Zone
Personal Space
Pheriperal Zone
Comfort Zone
Curiosity Zone
Presence
Visual
Optimise performance
Avoid Inconsistecies
Accurate Body Mapping
Hearing
3D Sound
Sound on Impact
Sound Dependent on Variables
Haptic Feedback
As a Signal
Shock/Tremor Reciever
The Object Grabbing/ Interacting
The Physical Side of VR
The Hidden Body
Non-tracked Body
The Tracked Components
Tracked Space
User Expectations
Known Objects have Known Characteristics
Objects are not Passive
Walls & Objects are not Non-Etheral (They are Solid)
Environment Design
Interior Designers
Space
Shape
Light
Pattern
Architects
Structural Design
Empty Space
Negative & Positive Space
Game Designers
Functional Design
Hero Assets
Environment/Level Design
Spatial Audio
Sound is 50% of the experience
Use Professional Sounds
The Importance of 3D
Sound Model
Contextual Sounds
VR Interaction Characteristics
Intuitiveness
Object Defined Interactions
Known Interactions
Real Life Interactions
Comfort
No UI too Close
Objects Blend with The Environment
Simplicity
Curiosity
Interaction Breakdown
Know The Game Engine
Minium Steps Necessary
Code Architecture
Smooth Transition
Bonus: Collaboration
Game Developers/Designers
Architects/Interior Designers
Users
VR Designers
Test, Test, Test
Prototyping
User Testing
Open Alpha/Beta
Demos