With the advance of virtual reality technologies like HMD (head-mounted-displays) creatives together with UX/UI designers face today one of the most exciting moments one could ever ask for – the challenge of a new medium and the opportunity to create a range of symbology which will help design great immersive and engaging experiences.
11. Pov-educational live action
British Columbia
A journey through the breath taking
natural beauty of British Columbia in
high definition 360º virtual reality
video.
18. Short visual spectacles like a visit to Iceland or a song from a Paul McCartney concert.
Matthew Schnipper
at theverge.com/a/virtual-reality
Passive Experiences difficult to monetize
24. UI
The UI should be displayed directly in the
3D environment versus on a 2D Layer on
top.
Elements should also scale and move
depending on head positioning.
Draw indicators should be placed at the
same depth than the object they’re
targeting.
Different than Game Design
25. Avatars
They have pros and cons. They
increase immersion but can be weird or
disappointing if the avatar doesn’t
follow the user’s body movement or
doesn’t look realistic.
Different than Game Design
26. Controllers
With a headset on, you can’t see
what’s in your hands.
Input devices have to be suitable for
a “blind mode” use.
Different than Game Design
27. Content
Users are able to look all around at any
time, which is a big change from a
desktop/mobile screen.
Different than Game Design
29. Animation
Immersion can be quickly broken if
animations and transitions are not
done in a progressive way.
Use fading to black before the
tracking is lost.
Use Real Life as reference
30. Latency
Latency is a big issue so the world
needs to move immediately and
exactly as the same time as the user’s
head movements.
If not we cause simulator sickness.
Use Real Life as reference
47. ERLEBE 5GUM combines Oculus Rift + Kinect camera +
Live 3D visuals + Bespoke sound design + Scented air +
A Harness + A Shipping container to create a sensory
overload that culminates in letting users experience the
sensation of flight.
http://www.unit9.com/project/5gum
TARGET MARKET: GERMANY | TECHNOLOGY: OCULUS & KINECT INSTALLATION
48.
49.
50.
51. Visitors are loaded into a specially built
harness inside a customized shipping
container. Users touch, smell, see, and hear
their way through futuristic, abstract, and
atmospheric worlds. Each of the worlds are
based on one of 5Gum’s flavours -
Peppermint, Orange, Citrus, and Berry -
exploring and interacting with frozen,
volcanic, lava, and electric landscapes.
57. WEAR THE ROSE is the world’s first immersive 360º
live action gaming experience created using Oculus
Rift technology, designed by UNIT9 Films. It allows
fans to train with the England team, participating in
genuine drills directed by England Attacking Skills
Coach Mike Catt.
http://www.unit9.com/project/wear-the-rose
TARGET MARKET: UNITED KINGDOM | TECHNOLOGY: VIRTUAL REALITY 3D LIVE ACTION
65. CHASE THE THRILL is a new virtual reality experience
powered by Oculus Rift, gives users the opportunity to
become a rollerblading android in a Blade Runner-esque
simulated city.
http://www.unit9.com/project/nissan-juke-chase-the-thrill
TARGET MARKET: FRANCE | TECHNOLOGY: UNITY 3D VIRTUAL REALITY EXPERIENCE