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Usability in Virtual Reality
Team
Aziz | Pratik | Kartik
Agenda
Overview
Requirement
Best Design Practices
Usability Method
Conclusion
Overview
● VR is a computer technology to
create a simulated environment.
● VR places the users inside an
experience
● Users can interact with 3D objects
or 3D worlds.
● Essentially, experienced with the
help VR headsets e.g Oculus Rift,
HTC Vive, Google Cardboard.
Current state of UX in VR: https://www.youtube.com/watch?v=wZQB1705inM
CURRENT TRENDS
Current State of UX in VR https://www.youtube.com/watch?v=wZQB1705inM
Looking and Moving
Content Placing
Human Requirements ( Cyber Sickness )
Ergonomic
Requirements
Ergonomic Requirement 1. Looking and Moving
Ergonomic Requirements 2. - Content Placing
Ergonomic Requirements 3. Cyber Sickness
Cause 1 - Latency
Solution - Min 90 FPS and everything is fine
Cause 2 - Motion
Don’t move them quickly, avoid fast zooming
Give users a reference point to follow
Design Patterns
Reticle
Fuse button
Ground menu and Controller menu
Selecting Dashboards
Text Display
Reticle
Idle state — the idle state reticle should be as minimal
as possible, giving only a hint where the centre is.
Movement —the reticle should be activated when the
user looks at any place that is approachable. When
doing so, the reticle should transform into a larger
pointer, highlighting the selectable area with a circle
projected over it from the user’s perspective.
Interacting with objects — when the user turns his/her
attention to an interactive object the reticle should
react accordingly.
https://uxdesign.cc/design-practices-in-virtual-reality-f900f5935826#.hx0lb473x
Design Patterns
Reticle
Fuse buttons
Ground menu and Controller menu
Selecting Dashboards
Text Display
Fuse Buttons
https://www.google.com/design/spec-vr/interactive-patterns/controls.html#
Something you can click on even if you don't have a
touchpad or a magnet to use.
1. You have to focus your eye cursor (basically,
look) on a fuse button
2. This starts a timer
3. After you maintained focus for long enough,
the button is triggered
Fuse Buttons
Needless to say
Fuse button should never move
http://realityshift.io/blog/buttons-in-virtual-reality-a-ui-ux-design-approach
Fuse button guideline
There are two problems to tackle here:
1. The visual feedback (timer countdown)
2. The time to wait for the button to be activated
It can indeed become frustrating if the user does a lot of navigation, and has to wait 1-2
seconds for a button to be triggered each time.
Google recommends that you give the user the chance to directly click on the target, making
the wait unnecessary, and the interface snappier.
http://realityshift.io/blog/buttons-in-virtual-reality-a-ui-ux-design-approach
Design Patterns
Reticle
Fuse buttons
Ground menu and Controller menu
Dashboards
Text Display
Ground menu and Controller menu
http://www.vrinflux.com/the-basics-of-virtual-reality-ux/
Design Patterns
Reticle
Fuse buttons
Ground menu and Controller menu
Dashboards
Text Display
http://www.vrinflux.com/the-basics-of-virtual-reality-ux/
A maybe not totally inaccurate depiction of dropping new users into a VR experience
Dashboard
Image: http://www.androidcentral.com/watching-debates-vr-made-me-glad-i-had-backup-plan
Design Patterns
Reticle
Fuse buttons
Ground menu and Controller menu
Dashboards
Text Display
Text Displays in VR
Google Cardboard example of displaying text
Real world metaphors
UI design in Web and Desktop application use real world metaphors Eg.
Dragging file to recycle bin
Design in VR is also based on real world metaphors to make the environment
more familiar
These metaphors are no longer metaphors since the person is actually
performing the action
There is an opportunity to create new interactions that are better than real world
interaction
https://medium.com/yvr/goodbye-metaphors-hello-world-interface-design-in-virtual-reality-d2462e52a029#.ymper0qjg
http://www.gamasutra.com/view/news/264648/The_burrito_that_wraps_up_excellent_VR_design_fundamentals.php
Fishbowl
Fishbowl is a firm offering usability testing for
VR
It’s testers are early adopters of VR who have
their own VR devices
The test records the user as well as the virtual
environment
The test survey post test recording can
incorporate both Quantitative and Qualitative
questions for data gathering
https://www.youtube.com/watch?v=30rcVwnarKE
Conclusion
UX for VR has to be approached differently but the core UX principles remain the
same
Different design heuristics will be required for UX design and evaluations
Design has to move away from the flat screen paradigm and existing metaphors
VR Design offers more flexibility and freedom for the designer
Thank you
Happy

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