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
  • Process (I)
  • First step. Define the Degrees of Freedom in the actual world
  • Second step: define the context
  • Third step: User journey & Scenarios
  • Process (II)
  • Fourth step: Explore Common Design Patterns and define interesting patterns from 3D interaction patterns for XR
  • Fifth step: Create Flow Charts for the most important activities in your VR-concept.
  • Sixth step: Build a Rapid Prototype (as we did in the introductory lesson) and do hands-on testing.
  1. Basic assignments (lesson 1-2)

Basic assignment User Experience Design

PreviousBasic assignment Concept & IdentityNextBasic assignment Interaction Techniques

Last updated 6 years ago

Process (I)

First step. Define the Degrees of Freedom in the actual world

(2016) article

Second step: define the context

Analyse your design brief carefully and see what needs to be clear:

  • Who is my user group? Who are my stakeholders?

  • Why does my client want to have a VR/AR/MR experience? What the proposed purpose of the product? And, do we agree?

  • When will the product be used? What does this moment look like? Is it a casual moment? Does the moment occur repetitiously?

  • Where will the product be used? What kind of environment? What kind of feel does this environment have? Who are present? And who are not?

  • How is the product used? Does it need support? Is that available?

  • What are we going to make that is contributory to the clients needs and society as well?

Third step: User journey & Scenarios

Come up with as many perspectives and scenario's as you can think of. And then sort the best ones out. Create a user journey for the best scenario(s).

Process (II)

Fifth step: Create Flow Charts for the most important activities in your VR-concept.

Sixth step: Build a Rapid Prototype (as we did in the introductory lesson) and do hands-on testing.

Ghostbusters
https://www.appcues.com/blog/user-journey-map

article 1:

Fourth step: Explore Common Design Patterns and define interesting patterns from

A Beginners' Guide to User Journey Mapping
3D interaction patterns for XR