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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On this page
  • Navigation
  • First step: How does the user explore the environment?
  • Second step: How does the user search to specific goals or targets?
  • Third step: How does the user manoeuvre itself through the experience?
  • Wayfinding
  • Fourth step: modify a map and define the wayfinding concept for your experience, according to the following principles:
  1. Basic assignments (lesson 1-2)

Basic assignment Interaction Techniques

PreviousBasic assignment User Experience DesignNextANALYSIS operating space (lesson 3)

Last updated 6 years ago

Navigation

Cybershoes VR

Take your action list and flow charts and answer the next few questions:

First step: How does the user explore the environment?

The user has no specific goal for any of the movement that is performed. It is browsing the environment, obtaining information about the objects and locations within the world and building up knowledge of the space.

In order to design for this type of task, it is important to provide freedom to the user for moving around in space. It is possible to insert cues and triggers, but these need to be minimal. Also, it is important to reduce the cognitive load, so that the user can focus on spatial knowledge acquisition, information gathering and other primary tasks.

Second step: How does the user search to specific goals or targets?

In a search, the user will have a specific goal or target to navigate to. However, he doesn’t have to know where the exact location is. You can make a difference between a naive search task (target position = unknown) and a primed search task (target position is known)

Third step: How does the user manoeuvre itself through the experience?

Manoeuvring tasks take place in a local area and involve small, precise movements. This task can be necessary when the user needs to read something, or needs to take a closer look at an object. (Have a look at the basement in VRENZ’ Bartiméus experience - S2 2017-2018. All those “crowding” tasks!) These movements are small-scale and can take up quite some time (and frustration) from the user.

Wayfinding

Fourth step: modify a map and define the wayfinding concept for your experience, according to the following principles:

  1. Use landmarks to provide orientation cues and memorable locations.

  2. Create well-structured paths.

  3. Play with differences in spatial identity (so different ecologies/rooms)

  4. Define the choices in navigation that the user has to make.

  5. Have a look at survey views (give navigators a vista or map).

  6. Provide signs at decision points to help wayfinding decisions.

  7. Use sight lines to show what's ahead.

Wayfinding is a Decision Making Process which needs clarity, metaphors can be useful.

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Creating impactful spatial experiences