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XR DESIGN | DESIGN INTERACTIVE
We are No Longer Confined
to 2D User Interfaces – So
Design Like it!
Hannah Nye
SR XR UI/UX Designer
Design Interactive
XR DESIGN | DESIGN INTERACTIVE
XR DESIGN | DESIGN INTERACTIVE
About
Me
XR DESIGN | DESIGN INTERACTIVE
Utility
Usability
Desirability
Process
XR DESIGN | DESIGN INTERACTIVE
Utility
• Why XR?
• Contextualize
• Determine the Tech
Usability
• World Space
• Navigation
• Affordance & Symbolic
Language
Desirability
• Immersion & Presence
• Embodied Perception
• Natural Interaction
Process
• Audio
• Scripts
• Video Storyboards
• Spatial Layouts
XR DESIGN | DESIGN INTERACTIVE
• Why XR?
• Contextualize
• Determine the Tech
Utility
XR DESIGN | DESIGN INTERACTIVE
• What’s the goal?
• Who’s the user?
• Does it NEED to be in XR?
• Provide context
• AR: Integrate with real-world space
• VR: Determine use of virtual world
Why XR?
Utility / Usability / Desirability / Process
XR DESIGN | DESIGN INTERACTIVE
Contextualize
Utility / Usability / Desirability / Process
XR DESIGN | DESIGN INTERACTIVE
The system must be designed to support the human in performing specific
tasks in a particular context.
Utility / Usability / Desirability / Process
XR DESIGN | DESIGN INTERACTIVE
• What is the best XR tech?
• Does the user need to see
their body?
Determining
the Tech
Utility / Usability / Desirability / Process
XR DESIGN | DESIGN INTERACTIVE
• World Space
• Navigation
• Affordance & Symbolic
Language
Usability
XR DESIGN | DESIGN INTERACTIVE
• What makes it actually
usable for the user?Picture here
Beat Saber
Utility / Usability / Desirability / Process
XR DESIGN | DESIGN INTERACTIVE
• World Space
• User Space
Consider
the Space
Utility / Usability / Desirability / Process
XR DESIGN | DESIGN INTERACTIVE
Utility / Usability / Desirability / Process
XR DESIGN | DESIGN INTERACTIVE
External Factors
World Space
Size
Utility / Usability / Desirability / Process
Dynamic +
Contextually
Aware System
User defined
boundaries
XR DESIGN | DESIGN INTERACTIVE
World Space
Size
Utility / Usability / Desirability / Process
XR DESIGN | DESIGN INTERACTIVE
World Space
External Factors
Utility / Usability / Desirability / Process
XR DESIGN | DESIGN INTERACTIVE
• Area within arm's reach
• Needs to be physically open
• Critical information likely
needs to be placed here
User Space
Personal
Utility / Usability / Desirability / Process
XR DESIGN | DESIGN INTERACTIVE
• Area of user’s public action
• The available walking space
needs to be parallel with the
available physical space
• Provide obvious area
boundaries
User Space
Action
Utility / Usability / Desirability / Process
XR DESIGN | DESIGN INTERACTIVE
• Area 30 meters out, limited
interaction zone
• Objects should look further
away.
• Difference in motion, height,
relative size difference to
closer objects
User Space
Vista
Utility / Usability / Desirability / Process
XR DESIGN | DESIGN INTERACTIVE
Navigation
Utility / Usability / Desirability / Process
XR DESIGN | DESIGN INTERACTIVE
Affordance
• Affordance
• How do I inherently
understand something?
Utility / Usability / Desirability / Process
XR DESIGN | DESIGN INTERACTIVE
Utility / Usability / Desirability / Process
XR DESIGN | DESIGN INTERACTIVE
• Engagement
• Natural Interaction
• Perceived User ControlDesirability
XR DESIGN | DESIGN INTERACTIVE
Engagement Immersion Presence
Utility / Usability / Desirability / Process
Activity Loop
Meaningful
Activities
Symbolic, Novel,
Natural
XR DESIGN | DESIGN INTERACTIVE
Utility / Usability / Desirability / Process
XR DESIGN | DESIGN INTERACTIVE
Point of Engagement / Re-
engagement
Engagement Disengagement
Activities Accomplishments Affect
XR DESIGN | DESIGN INTERACTIVE
Engagement
Point of Engagement / Re-
engagement
Disengagement
Intrinsic Motivation
Absence of meaningful information
(builds presence)
Activities Accomplishments Affect
XR DESIGN | DESIGN INTERACTIVE
Meaningful
Information
Utility / Usability / Desirability / Process
XR DESIGN | DESIGN INTERACTIVE
Natural
Interactions
• Embodied Perception
Leap Motion
Utility / Usability / Desirability / Process
XR DESIGN | DESIGN INTERACTIVE
Perceived User
Control
• Decision making
• Encourage flexibility
• Control over
inconsequential
Utility / Usability / Desirability / Process
XR DESIGN | DESIGN INTERACTIVE
• Audio
• Scripts
• Video Storyboards
• Spatial Layouts
Process
XR DESIGN | DESIGN INTERACTIVE
Audio is half the
experience
Utility / Usability / Desirability / Process
XR DESIGN | DESIGN INTERACTIVE
Audio is half the
experience
Process
XR DESIGN | DESIGN INTERACTIVE
"Sound is what truly convinces the mind is in a place, in other words
hearing is believing"
Jesse Schell, The Art of Game Design
"Films are 50 percent visual and 50 percent sound. Sometimes
sound even overplays the visual”.
David Lynch, Director
“The sound and music are 50% of the entertainment in a movie”.
George Lucas, Director
Utility / Usability / Desirability / Process
XR DESIGN | DESIGN INTERACTIVE
Audio
• How do we include it?
• Determine the mood that a
certain portion in the
system is trying to
represent
• Audio helps to create a
symbolic language
Utility / Usability / Desirability / Process
XR DESIGN | DESIGN INTERACTIVE
Scripts
• Start with your normal task
flows
• Create a use case
• Flesh it out
Utility / Usability / Desirability / Process
XR DESIGN | DESIGN INTERACTIVE
Scripts
Utility / Usability / Desirability / Process
XR DESIGN | DESIGN INTERACTIVE
XR DESIGN | DESIGN INTERACTIVE
Video
Storyboards
• What is the user seeing right
now?
• Are they actually looking there?
• How do I make them look there?
• First person view
• Third person view
• Spatial map
Utility / Usability / Desirability / Process
XR DESIGN | DESIGN INTERACTIVE
Utility / Usability / Desirability / Process
Auggie: “Hi there, I’m Auggie. I’ll be here
to help you learn about TC3 – Tactical
Combat Casualty Care.”
Audio: Start up sound
Animation: Visible text of Auggie speech
Auggie: “To get started, press or say
“Start Scenario”.
Audio: Pleasant BG music
Animation: Start button appears
Interaction: User selects button or says
“Start Scenario”
Auggie: “In the theatre of war, tension
pneumothorax is the second leading
cause of preventable death”.
Audio: War, military music with drums
Animation: Video of military members in
the field.
XR DESIGN | DESIGN INTERACTIVE
Utility / Usability / Desirability / Process
Auggie: “Accounting for 33% of all
primary causes of preventable death.”
Audio: War, military music with drums
Animation: Pie chart grows with 33% on
top.
Auggie: “If not identified and treated
promptly, ”.
Audio: War, military music with drums.
Heartbeat sound
Animation: Heart appears where the
heart would be on mannequin
Auggie: “- shock and cardiac arrest
may occur. ”.
Audio: War, military music with
drums. Heartbeat sound
Animation: Heart starts to glow red.
XR DESIGN | DESIGN INTERACTIVE
Utility / Usability / Desirability / Process
Auggie: “I’ve uploaded a virtual
collapsed lung in front of you.”
Audio: Pleasant BG music
Animation: Lungs appear
Auggie: “Take a closer look at it by
rotating and enlarging it.”
Audio: Pleasant BG music
Animation: Auggie shows how to
rotate/enlarge
Auggie:
Audio: Pleasant BG music
Interaction: user rotates/enlarges
lung
XR DESIGN | DESIGN INTERACTIVE
Test Spatial
layout samples
Process
XR DESIGN | DESIGN INTERACTIVE
Utility / Usability / Desirability / Process
Test
Spatial
Layout
XR DESIGN | DESIGN INTERACTIVE
Utility / Usability / Desirability / Process
Test
Spatial
Layout
XR DESIGN | DESIGN INTERACTIVE
Microsoft Marquette
WiarFrame
AugMentor
XR DESIGN | DESIGN INTERACTIVE
?
XR DESIGN | DESIGN INTERACTIVE
Questions?
Thank you!

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Hannah Nye (Design Interactive, Inc.): We are No Longer Confined to 2D User Interfaces – So Design Like it!

  • 1. XR DESIGN | DESIGN INTERACTIVE We are No Longer Confined to 2D User Interfaces – So Design Like it! Hannah Nye SR XR UI/UX Designer Design Interactive
  • 2. XR DESIGN | DESIGN INTERACTIVE
  • 3. XR DESIGN | DESIGN INTERACTIVE About Me
  • 4. XR DESIGN | DESIGN INTERACTIVE Utility Usability Desirability Process
  • 5. XR DESIGN | DESIGN INTERACTIVE Utility • Why XR? • Contextualize • Determine the Tech Usability • World Space • Navigation • Affordance & Symbolic Language Desirability • Immersion & Presence • Embodied Perception • Natural Interaction Process • Audio • Scripts • Video Storyboards • Spatial Layouts
  • 6. XR DESIGN | DESIGN INTERACTIVE • Why XR? • Contextualize • Determine the Tech Utility
  • 7. XR DESIGN | DESIGN INTERACTIVE • What’s the goal? • Who’s the user? • Does it NEED to be in XR? • Provide context • AR: Integrate with real-world space • VR: Determine use of virtual world Why XR? Utility / Usability / Desirability / Process
  • 8. XR DESIGN | DESIGN INTERACTIVE Contextualize Utility / Usability / Desirability / Process
  • 9. XR DESIGN | DESIGN INTERACTIVE The system must be designed to support the human in performing specific tasks in a particular context. Utility / Usability / Desirability / Process
  • 10. XR DESIGN | DESIGN INTERACTIVE • What is the best XR tech? • Does the user need to see their body? Determining the Tech Utility / Usability / Desirability / Process
  • 11. XR DESIGN | DESIGN INTERACTIVE • World Space • Navigation • Affordance & Symbolic Language Usability
  • 12. XR DESIGN | DESIGN INTERACTIVE • What makes it actually usable for the user?Picture here Beat Saber Utility / Usability / Desirability / Process
  • 13. XR DESIGN | DESIGN INTERACTIVE • World Space • User Space Consider the Space Utility / Usability / Desirability / Process
  • 14. XR DESIGN | DESIGN INTERACTIVE Utility / Usability / Desirability / Process
  • 15. XR DESIGN | DESIGN INTERACTIVE External Factors World Space Size Utility / Usability / Desirability / Process Dynamic + Contextually Aware System User defined boundaries
  • 16. XR DESIGN | DESIGN INTERACTIVE World Space Size Utility / Usability / Desirability / Process
  • 17. XR DESIGN | DESIGN INTERACTIVE World Space External Factors Utility / Usability / Desirability / Process
  • 18. XR DESIGN | DESIGN INTERACTIVE • Area within arm's reach • Needs to be physically open • Critical information likely needs to be placed here User Space Personal Utility / Usability / Desirability / Process
  • 19. XR DESIGN | DESIGN INTERACTIVE • Area of user’s public action • The available walking space needs to be parallel with the available physical space • Provide obvious area boundaries User Space Action Utility / Usability / Desirability / Process
  • 20. XR DESIGN | DESIGN INTERACTIVE • Area 30 meters out, limited interaction zone • Objects should look further away. • Difference in motion, height, relative size difference to closer objects User Space Vista Utility / Usability / Desirability / Process
  • 21. XR DESIGN | DESIGN INTERACTIVE Navigation Utility / Usability / Desirability / Process
  • 22. XR DESIGN | DESIGN INTERACTIVE Affordance • Affordance • How do I inherently understand something? Utility / Usability / Desirability / Process
  • 23. XR DESIGN | DESIGN INTERACTIVE Utility / Usability / Desirability / Process
  • 24. XR DESIGN | DESIGN INTERACTIVE • Engagement • Natural Interaction • Perceived User ControlDesirability
  • 25. XR DESIGN | DESIGN INTERACTIVE Engagement Immersion Presence Utility / Usability / Desirability / Process Activity Loop Meaningful Activities Symbolic, Novel, Natural
  • 26. XR DESIGN | DESIGN INTERACTIVE Utility / Usability / Desirability / Process
  • 27. XR DESIGN | DESIGN INTERACTIVE Point of Engagement / Re- engagement Engagement Disengagement Activities Accomplishments Affect
  • 28. XR DESIGN | DESIGN INTERACTIVE Engagement Point of Engagement / Re- engagement Disengagement Intrinsic Motivation Absence of meaningful information (builds presence) Activities Accomplishments Affect
  • 29. XR DESIGN | DESIGN INTERACTIVE Meaningful Information Utility / Usability / Desirability / Process
  • 30. XR DESIGN | DESIGN INTERACTIVE Natural Interactions • Embodied Perception Leap Motion Utility / Usability / Desirability / Process
  • 31. XR DESIGN | DESIGN INTERACTIVE Perceived User Control • Decision making • Encourage flexibility • Control over inconsequential Utility / Usability / Desirability / Process
  • 32. XR DESIGN | DESIGN INTERACTIVE • Audio • Scripts • Video Storyboards • Spatial Layouts Process
  • 33. XR DESIGN | DESIGN INTERACTIVE Audio is half the experience Utility / Usability / Desirability / Process
  • 34. XR DESIGN | DESIGN INTERACTIVE Audio is half the experience Process
  • 35. XR DESIGN | DESIGN INTERACTIVE "Sound is what truly convinces the mind is in a place, in other words hearing is believing" Jesse Schell, The Art of Game Design "Films are 50 percent visual and 50 percent sound. Sometimes sound even overplays the visual”. David Lynch, Director “The sound and music are 50% of the entertainment in a movie”. George Lucas, Director Utility / Usability / Desirability / Process
  • 36. XR DESIGN | DESIGN INTERACTIVE Audio • How do we include it? • Determine the mood that a certain portion in the system is trying to represent • Audio helps to create a symbolic language Utility / Usability / Desirability / Process
  • 37. XR DESIGN | DESIGN INTERACTIVE Scripts • Start with your normal task flows • Create a use case • Flesh it out Utility / Usability / Desirability / Process
  • 38. XR DESIGN | DESIGN INTERACTIVE Scripts Utility / Usability / Desirability / Process
  • 39. XR DESIGN | DESIGN INTERACTIVE
  • 40. XR DESIGN | DESIGN INTERACTIVE Video Storyboards • What is the user seeing right now? • Are they actually looking there? • How do I make them look there? • First person view • Third person view • Spatial map Utility / Usability / Desirability / Process
  • 41. XR DESIGN | DESIGN INTERACTIVE Utility / Usability / Desirability / Process Auggie: “Hi there, I’m Auggie. I’ll be here to help you learn about TC3 – Tactical Combat Casualty Care.” Audio: Start up sound Animation: Visible text of Auggie speech Auggie: “To get started, press or say “Start Scenario”. Audio: Pleasant BG music Animation: Start button appears Interaction: User selects button or says “Start Scenario” Auggie: “In the theatre of war, tension pneumothorax is the second leading cause of preventable death”. Audio: War, military music with drums Animation: Video of military members in the field.
  • 42. XR DESIGN | DESIGN INTERACTIVE Utility / Usability / Desirability / Process Auggie: “Accounting for 33% of all primary causes of preventable death.” Audio: War, military music with drums Animation: Pie chart grows with 33% on top. Auggie: “If not identified and treated promptly, ”. Audio: War, military music with drums. Heartbeat sound Animation: Heart appears where the heart would be on mannequin Auggie: “- shock and cardiac arrest may occur. ”. Audio: War, military music with drums. Heartbeat sound Animation: Heart starts to glow red.
  • 43. XR DESIGN | DESIGN INTERACTIVE Utility / Usability / Desirability / Process Auggie: “I’ve uploaded a virtual collapsed lung in front of you.” Audio: Pleasant BG music Animation: Lungs appear Auggie: “Take a closer look at it by rotating and enlarging it.” Audio: Pleasant BG music Animation: Auggie shows how to rotate/enlarge Auggie: Audio: Pleasant BG music Interaction: user rotates/enlarges lung
  • 44. XR DESIGN | DESIGN INTERACTIVE Test Spatial layout samples Process
  • 45. XR DESIGN | DESIGN INTERACTIVE Utility / Usability / Desirability / Process Test Spatial Layout
  • 46. XR DESIGN | DESIGN INTERACTIVE Utility / Usability / Desirability / Process Test Spatial Layout
  • 47. XR DESIGN | DESIGN INTERACTIVE Microsoft Marquette WiarFrame AugMentor
  • 48. XR DESIGN | DESIGN INTERACTIVE ?
  • 49. XR DESIGN | DESIGN INTERACTIVE Questions? Thank you!