Immersive Design XR
  • Immersive Design XR
  • Learning Goals Immersive Design XR
  • Basic assignments (lesson 1-2)
    • Basic introductory workshop
    • Basic assignment Concept & Identity
    • Basic assignment User Experience Design
    • Basic assignment Interaction Techniques
  • Expert assignments (lesson 3-8)
    • ANALYSIS operating space (lesson 3)
    • CREATE: space through Light & Sound (lesson 4)
    • TEST: introduction VR-methods (lesson 5)
    • TEST: testscripts & questionnaires (lesson 6)
    • EVALUATE: heuristic evaluation & personal plan IED (lesson 7)
  • Concept & Identity
    • C&I: storytelling
    • C&I: virtual identity
    • C&I: body ownership
    • C&I: emotions & sentiment
  • User Experience Design
    • UX: general design principles & patterns
    • UX: space (II) social space
    • UX: space (I) active sensing
    • UX: human factors (I) cognition
    • UX: human factors (II) sensory perception
    • UX: human factors (III): ergonomics
  • Interaction Techniques
    • IT: navigation
    • IT: wayfinding
    • IT: system control
    • IT: selection & manipulation
    • IT: feedback, feedforward & force feedback
  • Testing in XR
    • Testing (I): immersion, presence & agency
    • Testing (II): methods for testing
    • Testing (III): questionnaires
  • Related Materials
    • Narrative Theory
    • Social Space theory
    • Social Space experts
    • Embodied Reality: being bodily
    • Movement & Animation
    • Avatar Creation Tools
    • Audio & Sound
    • Hardware Technology
    • Prototyping Controllers
    • 3D Data Visualisation
    • Mobile AR/MR
  • Getting Started
    • Getting Started - History Reality Caravan
    • Getting Started - Founding Brothers & Sisters
    • Getting Started - Advice for Designers VR by Jaron Lanier
    • Getting Started - Play! Games in STEAM
    • Getting started - Platforms & Engines
    • Getting Started: controllers & environments
  • Organisational
    • MIT License
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  • Learning Goals

Learning Goals Immersive Design XR

PreviousImmersive Design XRNextBasic introductory workshop

Last updated 5 years ago

This course Immersive Design XR (eXperience Reality) is made for you to start Designing for Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR) experiences. This course will start with a historical perspective on Simulation & Virtual Reality and show how to build narratives for VR. It will also help you, as a Designer (or interested Developer) to learn what kind of UX and Interaction Design methods can be used and it will provide in-depth information and exercises about basic principles, such as Navigating, Wayfinding, Selection, Attention and Feedback. In order to speed up your learning curve, we have also built in exercises.

Personal learning process

At the end of this course you have:

  • selected at least 3-5 topics from Concept & Identity, User Experience Design, Interaction Techniques, Testing.

  • set a design challenge and defined 3-5 research questions that are relatied to the topics you've chosen.

  • gathered material that can prove the growth of your knowledge & skills during the design process you have undertaken.

Use the learning goals as a guideline and connect the learning goals to your personal process. You don’t have to put in all aspects of Concept & Identity, User Experience Design, Interaction Techniques, Testing, but it is necessary to be able to explain your motivations, your design decisions and reflect on these as well, by means of literature/theory/topics from the course.

Learning Goals

Concept & Identity

  • explain the most important storytelling challenges for creating VR/AR-experiences.

  • explain the most important narrative structures (decentralized, centralized, distributed) and narrative forms (graph, network, tree, vector with side, maze, directed, flow chart, spatial path, braided plot, action space) for creating VR/AR-experiences.

  • explain the pros & cons for passive and interactive VR/AR-storytelling.

  • show/deliver a narrative for your VR/AR-experience and explain the concept by means of story type, narrative structure and narrative form.

User Experience Design

  • prepare and execute contextual inquiry and ethnographic interviews with your user group.

  • explain self-created personas by means of persona type (primary/secondary/served/negative), user goals (experience/end/life, desired outcome), behavioral variables (activities, attitudes, aptitudes, motivations/skills), mental models (imagining, perception, knowledge, reasoning, decision-making), characteristics and interpersonal/social relationships (network).

Interaction Techniques

  • explain Affordances and explain (>3) examples in real life, apps and in VR/AR.

  • explain the Interaction Design in your VR/AR-experience by means of Interaction Techniques (Wayfinding, Navigation, Selection & Manipulation, System Control and Feedback).

  • explain Gestalt theory of perception (similarity, proximity, closure, continuity, reification, emergence)

  • show (>3) Interaction Design patterns implemented in your VR/AR-experience by means of sketches and/or prototype.

  • show (>1) visual implementations of Gestalt theory in your VR/AR-experience.

Testing

  • explain the basics of user-testing (norman-nielsen: learnability, efficiency, memorability, errors, satisfaction)

  • show rapid prototypes of self-created VR/AR-experiences throughout the course by means of 360 photos/sketched templates, Unity, Framer/Sketch VR, Role-Playing, Mockups etc.

  • prepare and execute several user-tests, by means of both self-written & professional research test scripts in which the necessary protocols are followed.

  • show a variety in user-testing (goals-method-execution) and document this in a testplan.

  • show all tests & test outcomes in a sequential order so that an overview is created.