Presented at inaugural International Investment Forum in Virtual, Augmented and Mixed Reality (#IIFVAR 2017) at Technopark Zurich, organized by the Swiss Society of Virtual and Augmented Reality (SSVAR). Here I presented an overview of how to design products for virtual, augmented, and mixed reality experiences. With a logical framework of user experience, theater/film, and game design, we can use the best tools of those disciplines to approach immersive design with an understanding of story structure, user state, and interaction mechanics.
More discussion of the elements of the talk are available here:
https://idezo.ch/design-approaches-immersive-experiences-iifvar-2017/
Boost Fertility New Invention Ups Success Rates.pdf
Design Approaches For Immersive Experiences AR/VR/MR
1. Design Approaches For
Immersive Experiences
AR/VR/MR
Mark Melnykowycz
International Investment Forum
in Virtual, Augmented and Mixed Reality
Technopark Zurich April 20th, 2017
4. VR is Not a Medium
FRONTLINE/Brown Institute BlackoutVR Film
Carhub test drive Am I You Film
5. VR is Experience Design
Samsung Rio interviews
U.S. Navy VR parachute
simulator
Surgery training
hGps://infinityleap.com/virtual-reality-for-surgeons-training/
10. Physical User Comfort Zone
Mike Alger VR Interface Design Pre-VisualisaRon Methods (hGps://vimeo.com/141330081)
Chu, A. (2014). VR Design: TransiRoning from a 2D to a 3D Design Paradigm.
The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore
the Sanity (Alan Cooper)
Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability (Steve Krug)
13. VR/AR Product Design
Film / Theater Game Design
Story / Character driven Interactivity / Story /
Character driven
User
Experience
Interaction design /
Journey mapping /
Value proposition
14. VR/AR Design Mediums
Video / Film
2D/3D Media
Code
360 Mono/Stereo
Volumetric
Video
Audio
180 Stereo
Film / Theater
Game Design
Models
Location Recognition
Tracking GPS Feature
Interaction Design AI
User
Experience
ExperientialInteractive
15. Design Phases
UX Design /
Sketching
Interaction
Design
Technology /
Platform
Build / Test
Film / Theater Game Design
User
Experience
16. Immersive Interactive
Environments
Virtual Reality Holodeck/Cave Augmented /
Mixed Reality
hGps://en.wikipedia.org/wiki/Cave_automaRc_virtual_environment#/
media/File:CAVE_Crayoland.jpg
Hololens
Call of the Starseed
17. AirMech Command
Star Wars: The Battle for Hoth (iOS)HTC Vive / Oculus
Tower Defense / Real-Time Strategy
3D / Standing Room-Scale VR 2D / Mobile
Same basic tower defense game mechanics
Enjoyable, but is it better in VR?
Fluffylogic
CarbonStudios
18. 0-12 fps = static image
>10/12 fps = motion
12 to 40 fps (16 fps avg)
Silent Film
The Jazz Singer (1927)
24 fps
1895 to 1936
24 fps / 48 fps
NTSC / PAL
1950’s to 2000’s
30 fps (60i) / 25 fps (50i)
60 fps
Interaction
Choice
Frame Rate and UX Design
VR / AR
The Hobbit (2012)
Cinematic
Feel
TV / Video
Look