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
  • THINK
  • User research
  • MAKE
  • Tetris mechanics
  • CHECK
  1. Basic assignments (lesson 1-2)

Basic introductory workshop

PreviousLearning Goals Immersive Design XRNextBasic assignment Concept & Identity

Last updated 5 years ago

THINK

Introductory slides into

User research

Explore these characters, look how they move in space, what your abilities are to make them play tetris. Look at their speech or silence, their visual representation and their non-verbal communication. Look at the poetics of their movement and their physical abilities, their sillyness or shrewed politics and design & prototype the perfect controller for them.

These are the users:

Group 1 makes a controller for Dori (Finding Nemo), a little bit silly and swimming in the sea.

Group 2 makes a controller for the very young Chip (Beauty & The Beast) who is with his mom Mrs. Potts, housekeeper in the castle.

Group 3 makes a controller for Scar (Lion King), who plays an evil character. Analyse his behavior movement, but also his evil way of thinking, his mindgames and tricks.

Group 4 makes a controller for Jessica Rabbit, who is actual a virtual character, so how do you let her play and influence the others in the game, what type of controller can you come up with?

MAKE

  1. You will form 4 interdisciplinary groups of 3-4 persons.

  2. All groups will design & develop a multiplayer Tetris game, for different users & 'actual' spaces.

  3. Each group will have to prototype a custom-made controller for his user, the user needs to be able to play Tetris with his body-limbs-cognitive power. No hands (!) or magic powers can be used, you really need to deal with the bodies of these users.

  4. After some first exploration, you will have to team up with the other group, because you are going to realize the virtual experience by using brown boxing. Group 1 & 2 + Group 3 & 4. The users need to be able to play Tetris together in their own actual space, but played in a shared virtual space. How do you connect these worlds?

Tetris mechanics

Prototype the controller for your user

Important: Start from a piece of fabric and use this piece somewhere in your prototype.

CHECK

5. Test the experience with the other groups, so Group 3 & 4 will be a professional test team for Group 1 & 2.

Take the Game Score Cards and walk through them. AND take the aspects mentioned above into account, so Concept & Identity, User Experience Design & Interaction Techniques.

6. Take a lot of pictures and create a collage of your results.

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