Designing VR For Humans - Mike Alger

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Designing VR for Humans MikeAlger

Transcript of Designing VR For Humans - Mike Alger

Page 1: Designing VR For Humans - Mike Alger

Designing VR for HumansMikeAlger

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Welcome to the spaceshipWe found this primitive human species.

We decided to keep it as a pet.

But it seems to freak out in our strange environment.

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Welcome to the spaceshipSo we created this device to keep it happy.

Here’s the results of our tests, based on our findings of human evolution…

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This is a typical human shape.

very strange.

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Input

43º C

Main Outputs

Sweat

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Input

Breakfast

Main OutputsEnergy

😀

💩

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Input

Mismatched vestibular and ocular information

Main Outputs

Breakfast

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Input

Scary object close to face

Main OutputsDodge Scream

Adrenaline

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Input

Confusing UI

Main Outputs

Frustration😠

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Input

Easy UI

Main Outputs

Fast Task Completion

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Input

Good Experience

Main Outputs

Happiness

😀

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Input

Marketing for Good Experience

Main Outputs

Money

💵 💷 💶

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If you want to try to make humans happy…

Try relying on nature first and nurture second

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object features to draw attention

understandable spatial relationships

color with evolutionary reasons - i.e. blood red

nesting instincts

exploration instincts

defensive, food gathering, reproductive, parental, etc.

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Field of View

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Source: Alex Chu, Josh Carpenter, Jody Medich

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Range of Motion

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Combine FOV and Rotation to get

Content Zones

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Lessons from other mediums

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Traditional Artcolor palettes composition lighting texture

Animationeasing curves illusion of weight

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Print Designheadlines typography line length contrast imagery

Web Designwhite space clear interactions hover states don’t just make it work

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Theaterstorytelling suspension of disbelief staging & blocking pacing

Filmshot types editing production workflows fore- mid- background compositing

Televisionjournalism monetization techniques episodic form standardization photosensitive epilepsy

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Architecturematerials distances information design support structure landscaping paths

Interior Designspace customization feng shui cloth

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Game Designasset optimization gamification interactive storytelling

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Consolidated Pro-Tips for your human’s User Interface

not canon take it or leave it

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Use line of sight to reveal informationPRO-TIP

Source: Elite: Dangerous, LEAP Motion Planetarium, Siemens Demo

Animals in environments with too much going on are more likely to miss a critical detail and die, so the brain sends signals to escape.

Also, humans fear the unknown and have a desire to explore and understand so they don’t die.

WHY

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Take care of humans responsibly

Minimalism helps keep the environment simple, and thus less stressful.

But having information available immediately is pleasing.

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Don’t show what you don’t knowPRO-TIP

Source: Stanford Human Interaction Lab, Altpace VR, Jody Medich

Proprioceptive Disparity; If a human ate something poisonous, it might cause mismatched signals in their senses. The brain reacts by making the body sick to vomit what they ate. This is why vestibular and ocular mismatch makes humans sick. This also breaks suspension of disbelief.

WHY

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Take care of humans responsibly

You’re better off not showing an elbow rather than showing one in the wrong place.

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Looking left and right is easier standing; Up and down is easier sitting

PRO-TIP

Source: Jody Medich

It’s the way human muscles and tendons evolved

WHY

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Take care of humans responsibly

Format content for the experience. Use rows and columns where they make sense.

vs

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5cm separation on near UI elements is as clear as a drop-shadow in 2D

PRO-TIP

Source: Josh Carpenter

object identification based on parallax and convergence is hard-wired into the human’s brain

WHY

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Take care of humans responsibly

Use z-depth for hierarchical UI elements

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Flat planes look convex from distortion; Compensate with dynamic plane curvature

PRO-TIP

Source: Steam VR, Jody Medich

The brain breaks suspension of disbelief with unexpected physical characteristics

WHY

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Take care of humans responsibly

Adjust 2D plane curvature based on distance from user Use a reference grid to test

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Sound helps for lack of tactile feedbackPRO-TIP

Source: Jody Medich

Synesthesia; The human’s senses work together. Smelling things can give it the illusion of taste. Sound feedback on actions helps (but doesn’t always solve)

WHY

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Take care of humans responsibly

If they touch something, play a corresponding sound

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Human scale helps spatial cognitionPRO-TIP

Source: Jody Medich

Humans come automatically trained to recognize distances relative to themselves.

WHY

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Take care of humans responsibly

Help your human navigate, remember, and find things by using real sizes

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Podiums help them feel balancedPRO-TIP

Source: Alex Chu

Vertigo; When a human is near an e d g e , t h e y m a y b e c o m e unbalanced, making them want to grab something for support. Having a railing, podium or object near helps them feel more comfortable.

WHY

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Take care of humans responsiblyGround them with elements in the foreground plane,

particularly for standing experiences

Foreground Midground Background

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Use aspects of physical reality, even if your art style is not photorealism

PRO-TIP

Source: Jody Medich, Alex Chu, Tony Davidson

Presence is involuntary subconscious suspension of disbelief. The brain accepts a presented reality more readily if physical properties behave appropriately.

WHY

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Take care of humans responsibly

Pay attention to the way light bounces.

Add imperfections and reflections.

Use optimized normal maps and shaders to achieve believable materials and corners.

Bake ambient occlusion and raytracing where possible.

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More UX/UI Resources

Josh Carpenter - Mozilla youtube.com/watch?v=ZOaOYTOpwyM

Jody Medich - LEAP Motion youtube.com/watch?v=f0PCyyfbJpw

Alex Chu - Samsung youtube.com/watch?v=XjnHr_6WSqo

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one more thing…

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Don’t forget to feed them and keep them watered.

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MikeAlger

[email protected]

Ravensbourne MA/MSc London

mikealger.com/professional