The VR developer space is riddled with a myriad of design guides, advice, and prohibitions. This talk will provide a survey of the current state of best practices for VR design and discuss how this new human-computer interface provides unique opportunities and challenges for designers. With three years experience developing for every commercially available VR and AR platform, the speaker will also address some unique lessons learned experimenting with this new space and discuss how bending or breaking these emerging design paradigms might unlock exciting new possibilities for the future of VR interfaces. By the end of this talk, participants will have:
Explored the extent to which VR interfaces relate to and differ from more traditional human-computer interfaces.
Received a comprehensive overview and analysis of current emerging VR design paradigms.
Explore the potential for the future of VR interfaces through the practical experiences gained from several years spent in VR design.
The Real-World Challenges of Medical Device Cybersecurity- Mitigating Vulnera...
Learning The Rules to Break Them: Designing for the Future of VR
1. Learning the Rules to Break Them
Designing for the Future of VR
Mike Harris
Immersive Technologies Developer
CrossComm
www.crosscomm.com
mikeharris@crosscomm.com
@harris_in_nola
Note:
This deck is being turned into a multi-
part series filmed in VR.
For updates, subscribe to:
https://bit.ly/2SjDP8j
2. “One of the symptoms of an
approaching nervous breakdown
is the belief that one's work is
terribly important.”
- Bertrand Russell
3. Primary Sources
Cardboard Design Lab
Oculus VR Best Practices
Google Designing for Google Cardboard
Publishing Google VR Apps
Daydream Elements: Foundational VR Design
Microsoft Design for Mixed Reality
Unity VR Best Practice
Unreal Virtual Reality Best Practices
Mike Alger - VR Interface Design Pre-Visualisation Methods
Designing Screen Interfaces for VR (Google I/O ‘17)
Intel Guidelines for Immersive Virtual Reality Experiences
3D User Interfaces for Virtual Reality and Games: 3D Selection, Manipulation, and Spatial
Navigation: Siggraph 2018 Course Notes
Samsung: VR Design: Transitioning from a 2D to 3D Design Paradigm
17. • Gaze based – Based on where the user is looking
• Single 3DoF controller – One hand, rotation only
• Dual 6DoF controller – Two hands, rotation and position
VR Input
30. Vergence Accommodation Conflict
Be Cognizant of Depth:
• Avoid forcing users to switch between near/far object repeatedly
• Avoid forcing users to track objects moving towards/away from them for extended periods
• Depth budget?
• What is the ideal depth for VR content?
31. Vergence Accommodation Conflict
• < 0.5M Avoid Placing Objects Here
• 1M – 5M Ideal Depth for 3D Objects
• > 20M Depth Perception Falls Off
63. • Cardboard Design Lab:
• .5 meters is range for comfortable closeness, but still hard to read
UI
• 1 meter is the minimum range for comfortable UI
• 3 meters is suggested
• Oculus VR Best Practices:
• Objects that you know the user will be fixating their eyes on for
an extended period of time (e.g., a menu, an object of interest in
the environment) should be rendered at least 0.5 meters away.
Many have found that 1 meter is a comfortable distance for
menus and GUIs that users may focus on for extended periods of
time.
• Microsoft:
• For maximum comfort, the optimal zone for hologram placement
is between 1.25m and 5m. In every case, designers should
attempt to structure content scenes to encourage users to
interact 1m or farther away from the content
• Designing Screen Interfaces for VR (Google I/O '17):
• 2.5 meter for main Content, 2.25 meter for navigation elements.
Interfaces
1M
5M
1M
5M
91. Motion-Induced VR Sickness
• Sensory Conflict – “Brain is expecting one type of
input, but getting something different.”
• Postural Instability – “Information we need to
properly maintain balance is missing/incorrect.”
• Vestibulo-Ocular Reflex – “Feedback loop between
eye muscles and inner ear is disrupted.”
• Poison Theory – “Incorrect inner ear signals is
typically associated with poisoning, so we should
vomit to be safe.”
Vestibular System
vs.
Visual System
99. Early Lessons
• Always Maintain Head Tracking
• No Zoom, Blur, Screen-Shake, or Artificial Head-Bob
• No Traditional Mouse & Keyboard or Gamepad Locomotion (especially
smooth rotation)
• Acceleration is Worse than Constant Velocity
• Rotational Acceleration is Worse than Linear
• Rhythmic Acceleration is Worse than Constant
UPSHOT: Avoid artificial movement. If you must move the user, use
constant velocities and (near)instantaneous acceleration
118. Advice for Designing Locomotion:
• Users have different levels of sensitivity
• Sensitivity tends to decrease over time
• Test often and with a variety of users
• Provide comfort options
123. • Snap Turns
• Stable Frame of Reference
• FOV Narrowing During Motion
• Stabilizing Grid
• Consider Leaving On by Default
Comfort Options
124. Learning the Rules to Break Them
Designing for the Future of VR
Mike Harris
Immersive Technologies Developer
CrossComm
www.crosscomm.com
mikeharris@crosscomm.com
@harris_in_nola