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IN VIRTUAL AUGMENTED Designing for the Human Interaction REA LITY
19

AR/VR and designing for human interaction

Jan 22, 2018

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Page 1: AR/VR and designing for human interaction

IN VIRTUAL AUGMENTED

Designing for the Human Interaction

REA LITY

Page 2: AR/VR and designing for human interaction

WHAT IS REALITY ?

perception reconstruction interaction

WTF?!

Page 3: AR/VR and designing for human interaction

CAN WE DELIVER REALITY?

TASTE is very limited in humans. No viable delivery systems

SMELL is persistent and emotionally connected. It's complicated / not palette based.

VESTIBULAR system is a very sensitive and complicated accelerometer and gyroscope

HEARING can have huge impact. Simulation by synthesis, propagation and spatialisation. But it's expensive.

VISION is binocular, <135° vertical, <220° horizontal. Spectrum 390 - 750 nm, HDR, variable DoF, Image Quality

HAPTICS.. There is no existing technology to simulate realistic tactile feedback. Skin is our largest organ.

Page 4: AR/VR and designing for human interaction

RECREATING REALITY

We lack the ability to RECONSTRUCT ROOMS (Tango?)

the ability to TRACK AND RECREATE PEOPLE (Computer Vision)

the ability to create a CREDIBLE FEEDBACK LOOP between vision,

sound, motor control and haptic sensation

Page 5: AR/VR and designing for human interaction

VIRTUAL REALITY

Page 6: AR/VR and designing for human interaction
Page 7: AR/VR and designing for human interaction

WHERE ARE WE NOW WITH VR?

Page 8: AR/VR and designing for human interaction

MVPs Actual gears

Google Cardboard

Samsung Gear VR

HTC Vive

Oculus Rift

Page 9: AR/VR and designing for human interaction

A new world, 3D

Object spatial

relationship

User tracking

THE “+” GOES FOR:

Page 10: AR/VR and designing for human interaction

Real world

interaction

Lack of tactile

Text

Making the user sick

THE “-” GOES FOR:

Page 11: AR/VR and designing for human interaction

1. Affordances

the physical characteristics of an object that guides the user in using that object.

SOME VR DESIGN PRINCIPLES

Page 12: AR/VR and designing for human interaction

2. MovementNo movement should take place unless it’s driven by the user

3. Object placementPlace objects at a comfortable distance for the human eye to adapt easily

5. SoundNot having control of where the user is looking, sound is a good tool to tackle this issue, as attention can be guided by sounds

6. Human scaleFor creating immersiveness and taking advantage of natural cognitive aspects.

4. Use light

To create depth

Page 13: AR/VR and designing for human interaction

Things to consider when building a VR experience

empathy

connectiondiscoverymasterycreationtranscendenc

e

SOME TO REMEMBER AND SOME TO FORGET

Page 14: AR/VR and designing for human interaction

empathy

connection

discovery

mastery

creation

transcendenc

e

Page 15: AR/VR and designing for human interaction

SO IT'S EARLY FOR

VIRTUAL

REA LITY

ABOUT TIME FOR AUGMENTED

Page 16: AR/VR and designing for human interaction

HYPE CYCLE OF INNOVATION

Page 17: AR/VR and designing for human interaction

HYPE CYCLE OF AR

Page 18: AR/VR and designing for human interaction

RECIPE FOR AR SUCCESS

ONBOARDING

build the narrative

PERSONALISATION

simple and visual

REAL WORLD CUES

create familiarity

INCOMPLETE

randomness

Page 19: AR/VR and designing for human interaction

THE SECRET IS IN THE NARRATIVE & ARCHETYPES

Travel to parallel dimensions and meet surreal beings Activate hidden energies

Give clues and guidesX-Ray Vision & See through Heroes team-up