Explore the latest UX design trends and considerations. These slides are an adaptation of the proposed methods by Google's Daydream team and you may find more resources on my blog entry: https://medium.com/@dylanseychell/better-ux-design-for-virtualreality-4fdd26507604
12. @DylanSeychell
And we are used to this principle
in our real environment
A
A
A
A
A
Different size along but we expect to see
pretty much the same thing from the
intended view distance.
14. @DylanSeychell
Why does text of different
size looks the same from a
specific point?
They have the same angular size.
15. @DylanSeychell
Let’s take degrees as an example unit
Consider a screen that is 60-degrees across
A large screen but with only 60 units.
Imagine designing a billboard that only has
60px across.
16. @DylanSeychell
Degrees?
360 of them in 1 revolution
Something easier?
Yes please.
Radians?
60’ of Arc per degree, better fidelity but large numbers.
21. @DylanSeychell
Example
In order to maintain dmm size of your screen-space layout, you must scale
your UI container in world space based on it’s intended viewing distance.
As an example, if your UI is intended to be seen from 2.5 meters away, you
will need to scale it within your 3D environment by 2.5x for it to be readable
at that distance.
Source: DayDream Design Guidelines
36. @DylanSeychell
What to take away...
▷ Every screen has an intended
viewing distance.
▷ Use dmm as a normalised measure.
▷ Consider Ergonomics
▷ Check out the resources and get
started
37. @DylanSeychell
It is not just off the shelf
VR is technology that when used well, it can
create wonderful and meaningful experiences.