Admin. Today: Designing for Virtual Reality VR and 3D interfaces Interaction design for VR Prototyping for VR

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Transcription:

HCI and Design

Admin Reminder: Assignment 4 Due Thursday before class Questions? Today: Designing for Virtual Reality VR and 3D interfaces Interaction design for VR Prototyping for VR

3D Interfaces We live in a 3D world Natural interfaces are better Therefore 3D interfaces will be the best What s wrong with the above? Natural interfaces aren t always better! Making the interface simple (thus unnatural) often aids performance Constrains movement Limiting possible actions Depends on application and goal of the UI Surgery simulation, military simulation architecture, education, video games

3D Interfaces What we really want are enhanced interfaces Give us powers we don t normally have Flying, x- ray vision, teleportation, etc. Be careful we don t become overzealous Air traffic control 3D display? Library interfaces using a books on shelves? 3D interfaces can hurt performance Study results show that 3D Bar charts don t help Not every application is suited to VR!!

Brief History of VR In 1950s, flight simulators were built by US Air Force to train student pilots. In 1965, a research program for computer graphics called The Ultimate Display was laid out. In 1988, commercial development of VR began. In 1991, first commercial entertainment VR system "Virtuality" was released. Despite being around for so long, VR only really started to become mainstream in 2015ish

Goals of VR Trying to simulate reality or an experience Training, Learning, Exploring Expensive Dangerous Logistically Difficult Example of successful VR interaction? Flight simulators (they can cost $10 mil, but that s still a good deal!) Why do video game flight sims not cut it?

Types of VR Systems Immersive VR Mixed (Augmented) Reality And other in- between stuff

What makes designing for VR difficult? Spatial input Lack of constraints Lack of standards Lack of tools Lack of precision Fatigue Layout more complex Perception Keep in mind: VR makes many people feel (and be) sick!!!

Goals of (all) interaction design Performance efficiency, accuracy, productivity Usability ease of use, ease of learning, user comfort Usefulness users focus on tasks interaction helps users achieve goals

Universal interaction tasks All of the systems you design should consider: Navigation Travel motor component Wayfinding cognitive component Selection Manipulation System control

Basic Guidelines for VR Design Use occlusion, shadows, perspective carefully Can improve use of spatial memory Can also be distracting and confusing Minimize navigation steps Keep text readable (good contrast, 30 degree tilt max) Simple user movement (why lock to a floor?) Prevent Errors (put in guides to help) Simplify object movement Organize groups of items into alignments that facilitate visual search and recall (allow user choice)

Basic Guidelines for VR Design Always think about your users. What are their real world constraints? What are their virtual world constraints? E.g., Where are they interacting? How much movement is required? How tiring/complex is the interaction?

Ok, so let s design some stuff Now that you promise to follow all the basic guidelines. How do we go about prototyping for VR?

Prototyping for VR First, the Bad News Unfortunately, the vast amount of resources that currently exist for prototyping (Figma, Sketch, InVision, Balsamiq, etc.) just don t exist for VR (yet). Sorry for crushing your dreams. BUT, new tools are being created and quickly. We will take a look at a few.

Prototyping for VR Now, the Good News Everything you have already learned about good prototyping and design in this class STILL APPLIES Focus on Users Start with user journeys / stories Even more Same as any system / application / design Then do paper prototyping Then do digital prototyping Then do implementation and development important because development is SO time consuming!

Paper- prototyping for VR In many ways, paper prototyping is the same or easier for VR Just draw what the user will see Kind of like a first- person storyboard

Paper- prototyping for VR Can also draw the whole scene and just specify which part the user is currently looking at

Paper- prototyping for VR

Paper- prototyping for VR

Digital prototyping for VR Several digital prototyping tools exist or are in development Most allow you to upload already created digital resources and then they render them as 3D environments 3D cameras/images can help a lot!

One option: Sketch to VR Plug- in Cool plug- in for Sketch: http://sketchapp.rocks/plugins/sketch- to- vr/ Allows you to overlay UI and other design elements on top of equirectangular360 photos

Sketch to VR Plug- in

Another Option: Storyboard VR New tool (in Alpha) from Artefact For Windows and HTC Vive Similar workflow Upload already created digital resources Render them as 3D environments https://www.artefactgroup.com/work/storyboard- vr/

Implementation and Development: Unity Unity is a cross- platform game engine developed by Unity Technologies and used to develop video games and VR applications Steep learning curve Requires some coding chops This means that developing in Unity can be time- consuming and resource intensive All the more reason to try and find ways to prototype!

Implementation and Development: Unity

More reading and resources Low- Fi prototyping to speed up VR development: https://virtualrealitypop.com/how- to- develop- apps- for- virtual- reality- hint- low- fidelity- prototyping- adb85c0cea09 How We Did It: Prototyping in Virtual Reality: https://labs.ideo.com/2016/03/07/how- we- did- it- prototyping- in- virtual- reality/ NY Times 360 videos: https://www.nytimes.com/video/360- video Sketch Plugin: Sketch to VR: https://blog.prototypr.io/sketch- plugin- sketch- to- vr- 4e23ced47e6 For Windows and HTC Vive: Storyboard VR: https://www.artefactgroup.com/work/storyboard- vr/

Summary VR is cool and becoming popular as a platform BUT: It has drawbacks, limitations, and constraints you should keep in mind (like it makes many people feel sick!) DON T try to use it for everything Because it is so new, designing and prototyping for VR can be challenging Follow the same good HCI and Design practices that you have learned for designing any product or system Keep an eye out for new prototyping tools there will no doubt be many in the coming few years

Activity Option 1: Do a Sketch- to- VR tutorial + create your own Written tutorial: https://blog.prototypr.io/sketch- plugin- sketch- to- vr- 4e23ced47e6 Youtube video tutorial (7 min): https://www.youtube.com/watch?v=sdhloithgee Complete the tutorial then edit to make your own UI Option 2: Make a paper prototype for a VR application Pick any VR application you like. Identify a user journey Create a paper prototype for the user journey Turn in paper or email screenshot to hci_c75d@sendtodropbox.com Filename example: NetID1_NetID2.png