UX: general design principles & patterns

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: UX + VR: 14 Guidelines for Creating Great First Experiences

article 1: Basic sprint planning: basic Steps towards Design & Development of Virtual Reality Experiences article 2: Design Process case VR Card Game article 3: How to design common/basic interactions in VR article 4: 3D interaction patterns for XR. article 5: Brownboxing, prototyping low fidelity prototypes

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.

article 6: Ghostbusters & Human Experience Design Principles article 7: A Beginners' Guide to User Journey Mapping

III. Explore Common Design Patterns

article 8: 3D interaction patterns for XR.

IV. Create Flow Charts

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

Additional Material

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