The immersive experience shares the same core components as the interfaces we see every day. Common interfaces follow a common pattern: Participate, cultivate identity, accomplish goals, and finally leave.
The interface will be constantly updated and iterated. Fortunately, people are already good at adapting to new experiences. According to some interfaces, we can adapt well to the world in which we are. At the same time, part of the interface also needs to adapt to the world, because we are committed to ourselves to meet the user experience.
Immersive experience tends to UX, ensuring the world we see: natural and direct.
Based on the creation of the Virtual Reality Experience Framework, we will lead you through the five major design insights Key areas promote user participation in an immersive experience. These have already appeared in the process of project development, user surveys and laboratory experiments.
This article mainly shares insights on designing virtual reality user experience from five aspects: world design, user senses, user role avatars, connection between humans and society, and the transformation of immersive experience.
World building is the foundation of successful VR interaction and interface development. Allow users to step into a complete and believable environment, allowing them to delay their incredible emotions while freely contacting the surrounding environment. Creating an immersive world is not just about the construction of environmental sounds and verifiable landscapes. The physical world must also be established. More and more users buy tickets to enter the new world, and at the same time follow its rules, a more immersive and enjoyable experience is completely possible. Creating a deep and purposeful environment is the key to building user trust, because the environment can grow and change when the user exists in the virtual space.
Although many VR experiences rely on storylines and create worlds from scratch, this is not always the case. For example, medical and engineering applications do not contain any narrative elements. But they still need to establish rules, architecture, and navigation in their own world.
Experience in the virtual reality world is not too complicated to be convincing. Even the simplest space can evoke user emotions and bring strong feelings to users. Remember, when creating content for the VR space, carefully consider the impact of the experience on user weaknesses, concerns, and expectations.
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The virtual reality designer is actually the director who arranges the scene. When the user is in a big world with unlimited choices and has the right to freely watch in any direction, it is the key to attract the user’s attention to the next goal or narrative. Provide a wealth of shining points to attract users and instill a sense of purpose (to explore, take action, witness, etc.) to users, thereby bringing a better immersive and more seamless experience.
A challenge in today’s virtual reality design is that various input options must be considered when constructing a virtual experience. Some hardware solutions rely on visual independence, some move based on gestures or game controllers, and some take advantage of free range of motion. The virtual experience designer must come up with a “responsive” solution that gracefully degrades the user’s available sensory input and output.
The goal of designing a responsive experience should be to allow users to see free movement rather than relying on head movement for navigation or selection. If all the dominant methods are sight and sound, then sound is the “killer” of virtual experience. For different hardware configurations, visual, audio and sound configurations as the minimum requirements will bring a compelling experience.
For tactile design, we need to expand our thinking, especially the touch of the game, get feedback from the game controller, and experience the feeling of walking on the floor with our feet. Haptic feedback helps users adapt and also reminds them of changes in the environment. In addition, temperature or vibration are also factors that need to be considered in the design. For gaming experiences such as The Void, Utah gives users a strong sense of immersion, because when the player activates the elevator to move from one level to another, the user can feel the source of heat or vibration under his feet when he passes by. With the visual experience, the smell in the air prompts the player to move on according to the relevant clues of the plot.
p>
The virtual experience also needs to take into account the feelings we don’t often think of. For example, vestibular sense (balance) and proprioception (orientation of body posture and movement of limbs). If these feelings are not considered in the experience, the user experience will be greatly impaired.
As a best practice, you should adapt to the user experience when you start the VR experience. First, you should not wear a headset. Second, check whether you are seeing the wrong field of view, and move the chair/body position to “start” the experience. Among them, physical comfort is the key. The sitting experience, while the position of the story point and the target should be at a comfortable angle within the user’s field of view, all of which help the user to watch.
All the above choices can be used as a way for VR designers to guide the user experience. The art is the combination and composition (or even exclusion) of the experience, which seamlessly moves the user through the experience and evokes the desired response.
p>
The avatar of the user mainly reflects who they are and the abilities they possess. Use avatars to teach users to calibrate the available hardware inputs and outputs. Consider tools and menus as part of the user’s avatar. Of all the parts of the avatar, the hands are the most important and still function even if they are disconnected from the body.
There will be a moment when the user looks down in the virtual experience. I don’t know if it is out of curiosity or seeking a better understanding of the characters in the virtual world. Looking down, I will not find that the body of the avatar will make people very confused and disturbed.
If possible, allow users to customize their avatars to increase immersion. Considering gender, body type and skin color can portray an individual with personality. If customization fails to create an MVP, consider shielding the uniform and/or gloves behind the scenes.
For some users, the virtual body is different from their own and can be liberated. It allows users to confide in their own taboos and inculcate courage and adventurous thoughts. This may free them from real-world limitations or diseases. Virtual experience provides a better opportunity than reality to experience features that are not available in the real world.
Users can look around without additional UI elements instead of using their hands to interact with the virtual world. This is the most important aspect of current development. Users need to get used to their avatars and take action after receiving authorization.
To allow users to watch freely in any direction. The current traditional HUDs practice allows users to concentrate on the experience and free designers can create new interaction modes. Except for the careful placement of the story, nothing is attached to the user’s viewing control. In some experiences, a marking will appear in the center of the screen, which should only be provided when you need it most.
Change selection, movement and target movement from the head to the user’s hands. Ideally, both hands act independently and are not placed on a single controller. They are visible when moving from a natural angle in the virtual space. Hand and tool movements in the virtual space directly affect the user’s movement in the physical world. The presentation of controllers, tools, or available UI elements by hand can make the user adapt to their abilities. Using gestures to reveal menu display options is an effective method and tool but still feels part of the experience.
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When users are represented in a virtual environment, they naturally share the world and experience in social relationships. As a space medium, loneliness will become obvious. If this feeling is not welcome in the story, you can consider filling the space with other characters, or potential, and other players.
Having a stronger sense of presence in the virtual body should increase the awareness of personal space. The increased influence and targeted voices when approaching others make “face-to-face” conversations more compelling. This has become a powerful tool to improve gaming and social experience, however, users will still feel vulnerable. Maintaining a distance from others is the key to comfort and safety for users.
Personal space also extends to the “ownership” of virtual territory. Allow users to establish their home environment and social regulations. Identify different levels of interaction and weaknesses to build trust between users. For example, apart from public space and personal space, users who often play games may have a common space where they can meet and share.
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When wearing a headset, it is easy to feel instantly transferred to a virtual experience. According to best practices, guidance or intermediate buffers should be provided before fully participating in the experience. The initial space provides users with opportunities to adapt, understand control and prepare for experience.
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Design for multitasking
Confirm that users live a technology-centric life in a virtual reality environment, allowing more More seamlessly integrated into the user’s life. Getting phone calls, text messages and other forms of communication is important not only for convenience, but also to maintain a sense of immersion in the VR space. Having to interrupt the experience in the environment due to answering calls or returning text messages is less immersive than removing the headset or headset.
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Consider discontinued use cases
If a colleague or collaborator needs to get you In the focus of virtual reality, the virtual reality experience should show the “outside” understanding of the world and provide meaningful feedback to the user. The headset can adjust the lights and use augmented reality elements to adapt to the user and simplify the transition between the virtual and physical world. This way users can pause the experience without deleting or adjusting the hardware.
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Re-adaptation
When a person ends the virtual reality experience and returns to the real world, it usually takes a few seconds to a few minutes to re-adapt to the environment before removing the headset. Re-adaptation should be considered in the experience development process and combined with the use of “removing the mask” to re-sound and adapt to the user in the room. The current too cumbersome hardware nature should be redesigned to predict the user’s intentions and smoothly transition back to the real world.
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The immersive experience will naturally develop longer and more Go deep. The detailed experience design allows users to go further or withdraw. As a designer, you can transform from an interface expert to a creator of the world.
English source: Design Insights for Virtual Reality UX p>
Author: Punchcut
Translator: Tu Min, welcome technical submissions, submissions, corrections to the article, please send email [email protected]
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The immersive experience shares the same core components as the interfaces we see every day. Common interfaces follow a common pattern: Participate, cultivate identity, accomplish goals, and finally leave.
The interface will be constantly updated and iterated. Fortunately, people are already good at adapting to new experiences. According to some interfaces, we can adapt well to the world in which we are. At the same time, part of the interface also needs to adapt to the world, because we are committed to ourselves to meet the user experience.
Immersive experience tends to UX, ensuring the world we see: natural and direct.
Based on the creation of the Virtual Reality Experience Framework, we will lead you through the five major design insights Key areas promote user participation in an immersive experience. These have already appeared in the process of project development, user surveys and laboratory experiments.
This article mainly shares insights on designing virtual reality user experience from five aspects: world design, user senses, user role avatars, connection between humans and society, and the transformation of immersive experience.
World building is the foundation of successful VR interaction and interface development. Allow users to step into a complete and believable environment, allowing them to delay their incredible emotions while freely contacting the surrounding environment. Creating an immersive world is not just about the construction of environmental sounds and verifiable landscapes. The physical world must also be established. More and more users buy tickets to enter the new world, and at the same time follow its rules, a more immersive and enjoyable experience is completely possible. Creating a deep and purposeful environment is the key to building user trust, because the environment can grow and change when the user exists in the virtual space.
Although many VR experiences rely on storylines and create worlds from scratch, this is not always the case. For example, medical and engineering applications do not contain any narrative elements. But they still need to establish rules, architecture, and navigation in their own world.
Experience in the virtual reality world is not too complicated to be convincing. Even the simplest space can evoke user emotions and bring strong feelings to users. Remember, when creating content for the VR space, carefully consider the impact of the experience on user weaknesses, concerns, and expectations.
< p style="text-align: center;">
< span style="font-size: 14px;">
section>
The virtual reality designer is actually the director who arranges the scene. When the user is in a big world with unlimited choices and has the right to freely watch in any direction, it is the key to attract the user’s attention to the next goal or narrative. Provide a wealth of shining points to attract users and instill a sense of purpose (to explore, take action, witness, etc.) to users, thereby bringing a better immersive and more seamless experience.
A challenge in today’s virtual reality design is that various input options must be considered when constructing a virtual experience. Some hardware solutions rely on visual independence, some move based on gestures or game controllers, and some take advantage of free range of motion. The virtual experience designer must come up with a “responsive” solution that gracefully degrades the user’s available sensory input and output.
The goal of designing a responsive experience should be to allow users to see free movement rather than relying on head movement for navigation or selection. If all the dominant methods are sight and sound, then sound is the “killer” of virtual experience. For different hardware configurations, visual, audio and sound configurations as the minimum requirements will bring a compelling experience.
For tactile design, we need to expand our thinking, especially the touch of the game, get feedback from the game controller, and experience the feeling of walking on the floor with our feet. Haptic feedback helps users adapt and also reminds them of changes in the environment. In addition, temperature or vibration are also factors that need to be considered in the design. For gaming experiences such as The Void, Utah gives users a strong sense of immersion, because when the player activates the elevator to move from one level to another, the user can feel the source of heat or vibration under his feet when he passes by. With the visual experience, the smell in the air prompts the player to move on according to the relevant clues of the plot.
p>
The virtual experience also needs to take into account the feelings we don’t often think of. For example, vestibular sense (balance) and proprioception (orientation of body posture and movement of limbs). If these feelings are not considered in the experience, the user experience will be greatly impaired.
As a best practice, you should adapt to the user experience when you start the VR experience. First, you should not wear a headset. Second, check whether you are seeing the wrong field of view, and move the chair/body position to “start” the experience. Among them, physical comfort is the key. The sitting experience, while the position of the story point and the target should be at a comfortable angle within the user’s field of view, all of which help the user to watch.
All the above choices can be used as a way for VR designers to guide the user experience. The art is the combination and composition (or even exclusion) of the experience, which seamlessly moves the user through the experience and evokes the desired response.
p>
User’s The avatar mainly reflects who they are and the abilities they possess. Use avatars to teach users to calibrate the available hardware inputs and outputs. Consider tools and menus as part of the user’s avatar. Of all the parts of the avatar, the hands are the most important and still function even if they are disconnected from the body.
There will be a moment when the user looks down in the virtual experience. I don’t know if it is out of curiosity or seeking a better understanding of the characters in the virtual world. Looking down, you will not find that the body of the avatar will make people very confused and uneasy.
If possible, allow users to customize their avatars to increase immersion. Considering gender, body type and skin color can portray an individual with personality. If customization fails to create an MVP, consider shielding the uniform and/or gloves behind the scenes.
For some users, virtual bodies are different from their own and can be liberated. It allows users to confide in their own taboos and inculcate courage and adventurous thoughts. This may free them from real-world limitations or diseases.虚拟体验提供比现实更好的机会,体验现实世界中没有的功能。
用户无须附加UI元素可以环顾四周而不是使用他们的手与虚拟世界交互,这是目前开发中最重要的方面。用户需要习惯其化身且接到授权后采取行动。
要让用户在任意方向自由地观看。目前传统的HUDs实践可以让用户集中体验且自由设计师可创建新的交互模式。除了谨慎地置入故事,没有任何东西被附加到用户观看控制中。一些体验中会在屏幕中心出现标线,这应仅在最需要的时候提供。
改变选择、移动和目标从头部移动到用户手中。理想情况下,双手独立行动且不放在一个控制器上。他们在虚拟空间内自然角度移动可见。虚拟空间中的手和工具动作直接影响物理世界中用户移动。展示控制器、工具或可用的UI元素用手呈现可以使用户适应其能力。使用手势来揭示菜单显示选项是有效的方法和工具但是仍然感觉是体验的一部分。
当用户在虚拟环境中获得代理,社会关系中自然要分享世界和体验。作为空间媒介,孤独感会变得明显。如果这种感觉在故事中不受欢迎,可以考虑用其它字符、或潜能、其它玩家填充空间。
拥有更强的现场感虚拟体内应增加个人空间意识。靠近别人时影响力变大和定向的声音让“面对面”的交谈更引人注目。这变成了提高游戏和社会体验的一个强大工具,然而,用户还会感到脆弱。保持与他人之间的距离对于用户是舒适和安全的关键。
个人空间也延伸到虚拟领土的“所有权”。允许用户建立其家庭环境和社交规定。明确不同层次的交往和弱点在用户之间建立信任。例如,除去公共空间和个人空间,经常玩游戏的用户可能有一个共同的空间可以见面与分享。
当配戴头显时,很容易感觉瞬间被传送到一个虚拟的体验。根据最佳实践,在完全参与体验前应提供引导或中间缓冲区。初始空间为用户提供适应机会,了解控制和为体验做准备。
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设计多任务
确认用户在虚拟现实环境中以科技为中心的生活,允许更多无缝集成到用户的生活。获得电话、短信和其他形式的交流是重要的不仅为了方便,还保持在VR空间的沉浸感。由于接电话或回短信在环境中不得不中断体验比摘除头显或头戴式受话器有更少的沉浸破坏。
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考虑中断的用例
如果一位同事或合作者需要获得你在虚拟现实的注意力,虚拟现实体验应该展示“外面”的世界的认识,并提供有意义的反馈给用户。头显可以调整灯光和使用增强现实元素适应用户和简化虚拟和物理世界之间的过渡。这样用户可以在不删除或调整硬件的情况下暂停体验。
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重新适应
当一个人结束虚拟现实体验且返回到现实世界,通常会有几秒钟到几分钟重新适应环境后摘除头显。重新适应应该在体验开发过程中考虑到和结合使用“解除面罩”在房间中重新声音和适应用户。目前过于繁琐的硬件性质应重新设计用于预测用户的意图和平滑过渡回到现实世界。
沉浸式体验自然会发展更长,更深入。细节的体验设计可以让用户进一步或退出。作为设计师可以从界面专家转化为世界的创造者。
英文来源:Design Insights for Virtual Reality UX
作者:Punchcut
译者:屠敏,欢迎技术投稿、约稿,给文章纠错,请发送邮件[email protected]
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