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
  • User Experience Design
  • Process
  • 0. Degrees of Freedom actual world
  • I. Context
  • II. User journey & Scenarios
  • III. Explore Common Design Patterns
  • IV. Create Flow Charts
  • V. Build Rapid Prototype and do hands-on testing.
  • Additional Material
  1. User Experience Design

UX: general design principles & patterns

PreviousC&I: emotions & sentimentNextUX: space (II) social space

Last updated 6 years ago

User Experience Design

The start of any design process of Virtual Reality Experiences usually starts with an enquiry into 3D-design in general, Storytelling, UX & Interaction Design, Game Engines, Modelling, HMD & controllers and in a fresh interdisciplinary team of students, it can be a bit of a search. Therefore, I have deconstructed all steps and placed them into five scrum-sprints. Handy as a starting point for filling in your Trello-boards.

article 0:

article 1: article 2: article 3: article 4: . article 5:

Process

0. Degrees of Freedom actual world

I. 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?

II. User journey & Scenarios

Come up with as many perspectives and scenario's as you can think of. And then sort the best ones out.

III. Explore Common Design Patterns

IV. Create Flow Charts

V. Build Rapid Prototype and do hands-on testing.

Additional Material

  • Discover and share 3D interaction ideas and UX patterns for AR and VR. A bunch of familiar design patterns that can be used. Ideal when you are looking for ways to implement certain interactions and are not familiar with the possibilities.

!(2016) article
Ghostbusters
https://www.appcues.com/blog/user-journey-map

article 6: article 7:

article 8: .

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Ryan Betts' article provides an overview of practical implementations for VR interaction design. Handy, and a bit more in-depth than the other articles.

Jody Medich and Daniel Plemmons talked about some of the discoveries their team has made (and the VR best practices they’ve developed) while building VR experiences with the Oculus Rift and the Leap Motion Controller.

Matt Sundstrom's article provides some background on UI-design for VR. Helpful to get started with VR and Interaction.

Ishaani Mittal's article explains some basics that beginning VR-experience designers should keep in mind. 'Even though the User Centered Design process remained the same, the design language which worked in a 2D space, did not necessarily hold true for a VR environment.'

IEHI
Ghostbusters & Human Experience Design Principles
A Beginners' Guide to User Journey Mapping
3D interaction patterns for XR
Using Interaction Design Methods for Creating AR and VR Interfaces explain the profession of Interaction Design from its core and relates it to VR and AR Interface Design.
http://ui-patterns.com/patterns
3D interaction patterns for XR: Mischa Fierer has placed many examples of 3D interaction patterns on this website. It's great to get started and learn about interaction patterns, before you dive into the matter deeply in the upcoming chapters.
Using Interaction Design Methods for Creating AR and VR Interfaces explain the profession of Interaction Design from its core and relates it to VR and AR Interface Design.
http://ui-patterns.com/patterns
"Practical VR: a design cheat sheet"
Designing VR Tools: The Good, The Bad and The Ugly
Immersive Design: learning to let go of the screen
"Designing Virtual Reality Experiences"
UX + VR: 14 Guidelines for Creating Great First Experiences
Basic sprint planning: basic Steps towards Design & Development of Virtual Reality Experiences
Design Process case VR Card Game
How to design common/basic interactions in VR
3D interaction patterns for XR
Brownboxing, prototyping low fidelity prototypes