AR/VR and designing for human interaction
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Transcript of 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.
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
1. Affordances
the physical characteristics of an object that guides the user in using that object.
SOME VR DESIGN PRINCIPLES
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
Things to consider when building a VR experience
empathy
connectiondiscoverymasterycreationtranscendenc
e
SOME TO REMEMBER AND SOME TO FORGET
RECIPE FOR AR SUCCESS
ONBOARDING
build the narrative
PERSONALISATION
simple and visual
REAL WORLD CUES
create familiarity
INCOMPLETE
randomness