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Design Approaches For
Immersive Experiences
AR/VR/MR
Mark Melnykowycz
International Investment Forum
in Virtual, Augmented and Mixed Reality
Technopark Zurich April 20th, 2017
Seeing Understanding
The	wonderful	wizard	of	Oz	
by	Baum,	L.	Frank	(Lyman	Frank),	1856-1919;	Denslow,	W.	W.	
(William	Wallace),	1856-1915
The Sensorama: 1957
1965: The Ultimate Display
The Nova—A
DIY Oculus Rift!
View-Master Virtual Boy
VR is Not a Medium
FRONTLINE/Brown Institute BlackoutVR Film
Carhub test drive Am I You Film
VR is Experience Design
Samsung Rio interviews
U.S. Navy VR parachute
simulator
Surgery training
hGps://infinityleap.com/virtual-reality-for-surgeons-training/
Trending to Ubiquitous Computing
Interaction Evolution and UX
DevicesInteractivity
User patterns are learned and can help or present
barriers to new device adoption
?
VR/AR/MR User Interaction
Controller	 Gesture	 Raycast	 Teleportation	
Room-Scale	 Mobile
Gaze	Tracking	/	Ray	CasRng	
User head orientation or controller
used to cast rays and interact with
the world
Motion
Gaze
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)
Interactivity
Design Layers Approach
Story Structure
VR/AR/MR Technologies
User Flow
Game Design
User State Design
Experiential Interactive
Film/Video GamesSimulation Modeling
VR/AR Product Design
Film / Theater Game Design
Story / Character driven Interactivity / Story /
Character driven
User
Experience
Interaction design /
Journey mapping /
Value proposition
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
Design Phases
UX Design /
Sketching
Interaction
Design
Technology /
Platform
Build / Test
Film / Theater Game Design
User
Experience
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
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
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
Mark Melnykowycz
Artist-Engineer
@idezo_ch

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Design Approaches For Immersive Experiences AR/VR/MR