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Ward off XR nightmares,
Mind your UX!
Alexia Buclet
Head of Design
Minsar.app
@AlexiaBuclet
Amsterdam
14/11/2019
➢ A code-free platform to build, distribute, and collaborate on AR & VR experiences
directly through a 3D headset, tablet, or smartphone.
Minsar
Alexia Buclet
soon
➢ Import content
➢ Adjust it and make it interactive
➢ Collaborate with your team
➢ Distribute on several platforms at once
Minsar
Alexia Buclet
Alexia Buclet
UX Design in XR
➢ User eXperience
➢ Goal: design a product with a user focus, for people to easily and happily
use it.
➢ Understand human beings with their:
➢ Needs
➢ Values
➢ Abilities
➢ Limitations
UX Design
Alexia Buclet
Imagine yourself…
Oh… Wait…
Why is everything dark?
Wow wow why am I moving?
I’m gonna be sick…
Ugh
I turn my head but it doesn’t follow…
What can I do with that?
Okay…
When I touch this nothing happens…
What is written over there?
It’s not working!
How can I do that?
Okay great…
It was behind me the whole time.
What the h***?!
I wasn’t expecting that!
If you’ve already heard at least one of
these reactions…
Raise your hand! .
What’s the h***?!
I wasn’t expecting that!
Alexia Buclet
The lack of a great UX
is one of the biggest obstacles to
XR adoption
Alexia Buclet
A 360° playground
Display all around the user
➢ Consider body capabilities and possible physical discomfort
60°
20°
12°
40°
47°47°
77° 77°
102°102°
Alexia Buclet
Field of view
= a moving screen
➢ Mobile/tablet = held with hands
➢ Headset = stuck to the head
Alexia Buclet
Field of view
➢ Consider its limited size
➢ Use adapted sizes
Alexia Buclet
Field of view
➢ Consider its limited size
➢ Use adapted sizes
➢ Limit information density
➢ Inside & Outside the FoV
➢ Use contextual display
➢ Guide the user’s attention
Alexia Buclet
Robo Raid - http://www.xr.design/
Alexia Buclet
The 3rd dimension:
Depth
Distance from the user: comfort and readability
➢ Don’t be intrusive
➢ Ensure a good readability
➢ Take advantage of human
characteristics
20m:
stereoscopic
perception limit
0.5m
1.5m: popup 2-3m: menu10m:
high stereoscopic
perception limit
Alexia Buclet
Virtual elements position and behaviors
➢ Environment related
➢ User position related
➢ Field of view related
➢ Follow its movement in world space
➢ Stuck to it in screen space
➢ Controller related, etc.
Alexia Buclet
Alexia Buclet
Immersion
Expectations regarding the physical world
➢ We need to be consistent with the physical world…
➢ Respect some basic rules of physics
➢ Human beings need bearings
➢ Use tricks
➢ Haptic feedback
➢ Spatialized sound
➢ …
Alexia Buclet
Alexia Buclet
http://www.xr.design/
➢ E.g. Touching an element impacts it and the user:
Touch buttons
➢ But… Go beyond that! For example, with magical interactions:
Telekinesis
Minsar
Alexia Buclet
➢ Magical interactions:
Alexia Buclet
Go through walls
http://www.xr.design/
Throw to delete
Tilt Brush - http://www.xr.design/
➢ Convenient interactions:
Alexia Buclet
➢ Convenient interactions:
Alexia Buclet
Reverse controllers
Tilt Brush - http://www.xr.design/
Guide users in this new reality
➢ Everything is possible!
➢ An infinity of interactions… Defined by code.
➢ New concepts need to be taught.
➢ Always use clear Signs & Feedback
➢ Make tutorials if needed
Alexia Buclet
Consider the immersed body
➢ Limit their physical fatigue
➢ Take infinite user positioning into account
➢ Respect their personal space
Alexia Buclet
Alexia Buclet
Movements
Physical and virtual movements
➢ Several means of virtual
locomotion (VR)
→ Teleport
➢ Give control to the user
➢ Or use a visual landmark and a
constant speed
➢ Ensure strong reactivity
Alexia Buclet
http://www.xr.design/
Alexia Buclet
Several ways to interact
Several sensors
➢ Oriented toward the user and/or their environment.
Alexia Buclet
➢ Those sensors allow new interactions means:
➢ Headpose
➢ Hand controllers
➢ Hand gestures
➢ Eye gaze
➢ Vocal commands
➢ Position…
➢ Environments can not be adapted to all of them.
→ Beware of false positives and false negatives.
Alexia Buclet
Magic Leap interaction means example
Combine several ways to interact
➢ With different means for a same result.
Example: Trigger a menu button
➢ Say its name
➢ Tap on it with cursor at a distance
➢ Tap on it with the finger
➢ Select it with the controller touchpad
➢ With different ways using a same mean.
Example: vocal commands
Alexia Buclet
Consistency between devices
➢ All devices don’t offer the same features.
➢ Keep a global consistency.
➢ Take advantage of possibilities offered by each device.
Alexia Buclet
Alexia Buclet
Dynamic surroundings
Consider the virtual or physical environment
➢ Prevent possible conflicts
➢ Integrate elements
➢ Adapt to possible evolutions
➢ Ensure readability over an unexpected background
Alexia Buclet
Alexia Buclet
Last tips
Consider…
➢ a 360° playground
➢ the depth
➢ the immersion
➢ the movements
➢ several ways to interact
➢ the dynamic surroundings (virtual and physical)
The beginning of UX heuristic for XR
➢ Examples:
➢ A Taxonomy of Usability Characteristics in Virtual Environments - Joseph L.
Gabbard, 1997
➢ Heuristic evaluation of virtual reality applications - Alistair Sutcliffe & Brian Gault,
2004
➢ Heuristic Evaluation for Virtual Reality Systems - Rabia Murtza, Stephen
Monroe, and Robert J. Youmans, 2017
➢ VR Heuristic Evaluation Tool - Olga Ivanova
Mind your UX!
➢ We don’t want to hear nightmare sentences anymore…
➢ Let’s build dreams!
What’s the h***?!
I wasn’t expecting that!
Alexia Buclet
1. Hire a UX Designer
What’s the h***?!
I wasn’t expecting that!
Alexia Buclet
2. Use the physical world to design for
immersive virtuality
Physical objects A tape measure
What’s the h***?!
I wasn’t expecting that!
Alexia Buclet
3. Design in immersion
What’s the h***?!
I wasn’t expecting that!
Alexia Buclet
4. Try… Iterate…
Don’t be afraid of mistakes.
What’s the h***?!
I wasn’t expecting that!
Alexia Buclet
5. Be close to your users
What’s the h***?!
I wasn’t expecting that!
Alexia Buclet
Help XR keep its wonderful promises…
Mind your UX!
@AlexiaBuclet
Minsar.app

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Ward off XR nightmares, Mind your UX! - Alexia Buclet

  • 1. Ward off XR nightmares, Mind your UX! Alexia Buclet Head of Design Minsar.app @AlexiaBuclet Amsterdam 14/11/2019
  • 2. ➢ A code-free platform to build, distribute, and collaborate on AR & VR experiences directly through a 3D headset, tablet, or smartphone. Minsar Alexia Buclet soon
  • 3. ➢ Import content ➢ Adjust it and make it interactive ➢ Collaborate with your team ➢ Distribute on several platforms at once Minsar Alexia Buclet
  • 5. ➢ User eXperience ➢ Goal: design a product with a user focus, for people to easily and happily use it. ➢ Understand human beings with their: ➢ Needs ➢ Values ➢ Abilities ➢ Limitations UX Design Alexia Buclet
  • 9. Wow wow why am I moving? I’m gonna be sick…
  • 10. Ugh I turn my head but it doesn’t follow…
  • 11. What can I do with that?
  • 12. Okay… When I touch this nothing happens…
  • 13. What is written over there?
  • 14. It’s not working! How can I do that?
  • 15. Okay great… It was behind me the whole time.
  • 16. What the h***?! I wasn’t expecting that!
  • 17. If you’ve already heard at least one of these reactions… Raise your hand! .
  • 18. What’s the h***?! I wasn’t expecting that! Alexia Buclet The lack of a great UX is one of the biggest obstacles to XR adoption
  • 19. Alexia Buclet A 360° playground
  • 20. Display all around the user ➢ Consider body capabilities and possible physical discomfort 60° 20° 12° 40° 47°47° 77° 77° 102°102° Alexia Buclet
  • 21. Field of view = a moving screen ➢ Mobile/tablet = held with hands ➢ Headset = stuck to the head Alexia Buclet
  • 22. Field of view ➢ Consider its limited size ➢ Use adapted sizes Alexia Buclet
  • 23. Field of view ➢ Consider its limited size ➢ Use adapted sizes ➢ Limit information density ➢ Inside & Outside the FoV ➢ Use contextual display ➢ Guide the user’s attention Alexia Buclet Robo Raid - http://www.xr.design/
  • 24. Alexia Buclet The 3rd dimension: Depth
  • 25. Distance from the user: comfort and readability ➢ Don’t be intrusive ➢ Ensure a good readability ➢ Take advantage of human characteristics 20m: stereoscopic perception limit 0.5m 1.5m: popup 2-3m: menu10m: high stereoscopic perception limit Alexia Buclet
  • 26. Virtual elements position and behaviors ➢ Environment related ➢ User position related ➢ Field of view related ➢ Follow its movement in world space ➢ Stuck to it in screen space ➢ Controller related, etc. Alexia Buclet
  • 28. Expectations regarding the physical world ➢ We need to be consistent with the physical world… ➢ Respect some basic rules of physics ➢ Human beings need bearings ➢ Use tricks ➢ Haptic feedback ➢ Spatialized sound ➢ … Alexia Buclet
  • 29. Alexia Buclet http://www.xr.design/ ➢ E.g. Touching an element impacts it and the user: Touch buttons
  • 30. ➢ But… Go beyond that! For example, with magical interactions: Telekinesis Minsar Alexia Buclet
  • 31. ➢ Magical interactions: Alexia Buclet Go through walls http://www.xr.design/
  • 32. Throw to delete Tilt Brush - http://www.xr.design/ ➢ Convenient interactions: Alexia Buclet
  • 33. ➢ Convenient interactions: Alexia Buclet Reverse controllers Tilt Brush - http://www.xr.design/
  • 34. Guide users in this new reality ➢ Everything is possible! ➢ An infinity of interactions… Defined by code. ➢ New concepts need to be taught. ➢ Always use clear Signs & Feedback ➢ Make tutorials if needed Alexia Buclet
  • 35. Consider the immersed body ➢ Limit their physical fatigue ➢ Take infinite user positioning into account ➢ Respect their personal space Alexia Buclet
  • 37. Physical and virtual movements ➢ Several means of virtual locomotion (VR) → Teleport ➢ Give control to the user ➢ Or use a visual landmark and a constant speed ➢ Ensure strong reactivity Alexia Buclet http://www.xr.design/
  • 39. Several sensors ➢ Oriented toward the user and/or their environment. Alexia Buclet
  • 40. ➢ Those sensors allow new interactions means: ➢ Headpose ➢ Hand controllers ➢ Hand gestures ➢ Eye gaze ➢ Vocal commands ➢ Position… ➢ Environments can not be adapted to all of them. → Beware of false positives and false negatives. Alexia Buclet Magic Leap interaction means example
  • 41. Combine several ways to interact ➢ With different means for a same result. Example: Trigger a menu button ➢ Say its name ➢ Tap on it with cursor at a distance ➢ Tap on it with the finger ➢ Select it with the controller touchpad ➢ With different ways using a same mean. Example: vocal commands Alexia Buclet
  • 42. Consistency between devices ➢ All devices don’t offer the same features. ➢ Keep a global consistency. ➢ Take advantage of possibilities offered by each device. Alexia Buclet
  • 44. Consider the virtual or physical environment ➢ Prevent possible conflicts ➢ Integrate elements ➢ Adapt to possible evolutions ➢ Ensure readability over an unexpected background Alexia Buclet
  • 46. Consider… ➢ a 360° playground ➢ the depth ➢ the immersion ➢ the movements ➢ several ways to interact ➢ the dynamic surroundings (virtual and physical)
  • 47. The beginning of UX heuristic for XR ➢ Examples: ➢ A Taxonomy of Usability Characteristics in Virtual Environments - Joseph L. Gabbard, 1997 ➢ Heuristic evaluation of virtual reality applications - Alistair Sutcliffe & Brian Gault, 2004 ➢ Heuristic Evaluation for Virtual Reality Systems - Rabia Murtza, Stephen Monroe, and Robert J. Youmans, 2017 ➢ VR Heuristic Evaluation Tool - Olga Ivanova
  • 48. Mind your UX! ➢ We don’t want to hear nightmare sentences anymore… ➢ Let’s build dreams!
  • 49. What’s the h***?! I wasn’t expecting that! Alexia Buclet 1. Hire a UX Designer
  • 50. What’s the h***?! I wasn’t expecting that! Alexia Buclet 2. Use the physical world to design for immersive virtuality Physical objects A tape measure
  • 51. What’s the h***?! I wasn’t expecting that! Alexia Buclet 3. Design in immersion
  • 52. What’s the h***?! I wasn’t expecting that! Alexia Buclet 4. Try… Iterate… Don’t be afraid of mistakes.
  • 53. What’s the h***?! I wasn’t expecting that! Alexia Buclet 5. Be close to your users
  • 54. What’s the h***?! I wasn’t expecting that! Alexia Buclet Help XR keep its wonderful promises… Mind your UX!