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
  • Story
  • First step: Make a simple story molecule of your concept by using the Periodic Table of Storytelling -Three Act Structure.
  • Space
  • Second step: explore the physical space in your VR-concept
  • Third Step: map the VR-environment from an 'active sensing' perspective.
  • Social
  • Fourth step: who are present and what is their character?
  • Fifth step: where are we and how do we connect?
  • Sixth step: what values are prominent in the social space?
  1. Basic assignments (lesson 1-2)

Basic assignment Concept & Identity

PreviousBasic introductory workshopNextBasic assignment User Experience Design

Last updated 6 years ago

Story

First step: Make a simple story molecule of your concept by using the .

Space

Second step: explore the physical space in your VR-concept

Discover-Walk through the VR-environment to immerse yourself into its sensory environment(space and people) and to familiarise yourself with it. Use all your senses: smell, taste, touch, listen and notice how you move.

Third Step: map the VR-environment from an 'active sensing' perspective.

Results can look like:

Social

Fourth step: who are present and what is their character?

  • Define the character of your user in the virtual world.

  • Define the other characters who are present in the virtual world.

Fifth step: where are we and how do we connect?

Sixth step: what values are prominent in the social space?

A person explains most of their actions by using their values. This explanation is called “giving a reason” for your action. And the ability to give reasons that make sense to other people (usually by referring to values) is called “being rational.” Human beings are so attached to being rational that they won’t do things for which they can anticipate not being able to give a reason. This hesitancy to do anything without a reason is what makes us predictable as individuals and makes society function.

Tip: texturing collage (see chapter )

https://spatialexperience.myblog.arts.ac.uk/

What does the virtual space do to the person who experiences the virtual world? What kind of visual input, audit, haptic and orientation input does the user get. Capture the essence of how the space resonates with your senses and fill it in this template:

https://spatialexperience.myblog.arts.ac.uk/
https://spatialexperience.myblog.arts.ac.uk/
https://spatialexperience.myblog.arts.ac.uk/
you can use an empathy map
https://www.coursera.org/lecture/interactive-3d-characters-social-virtual-reality/proxemics-kMf0R

article 1:

https://www.wareable.com/vr/best-virtual-reality-social-experiences-967

Questions - What are meaningful ways of relating, acts and perspectives in your VR world? - Where do people find it easiest to practice this value, including difficult challenges? - What makes these spaces easier to achieve this value? article 1:

https://medium.com/what-to-build/human-values-a-quick-primer-b01ef9617925
Multiplayer on the bench
UX: space (I) Active Sensing
https://spatialexperience.myblog.arts.ac.uk/files/2018/06/Sensory-Flow-Templates.jpg
Proxemics in social VR
Human Values basics
Periodic Table of Storytelling -Three Act Structure