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
  • Hyper Reality
  • Active Sensing the Virtual Space
  • First step: explore the physical space and people
  • Second Step: map the environment from an 'active sensing' perspective.
  • Documentation Mapping Symbols for virtual worlds
  1. User Experience Design

UX: space (I) active sensing

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Last updated 6 years ago

Hyper Reality

Hyper Reality

Our physical and virtual realities are becoming increasingly intertwined. Technologies such as VR, augmented reality, wearables, and the internet of things are pointing to a world where technology will envelop every aspect of our lives. It will be the glue between every interaction and experience, offering amazing possibilities, while also controlling the way we understand the world.

Active Sensing the Virtual Space

One of them is in social spaces, as you pointed out; you enter this environment of ambiguous intimacy. I feel drawn to experiment with ways that technology can interact with notions of intimacy, because so much of technology is done in a way that's very cold and has such an opposite affect. - Jaron Lanier

It is important for designers of VR/AR to unlearn sensory inhibitions that have been learned in actual reality. In order to create VR/AR-experience with a rich amount of sensory information, designers need to learn to sense information in space and explore impressions that emerge from sensory information. In order to understand the relevance of active sensing in environmental cognition, some tools will help designers to document sensory impressions across an environment.

First step: explore the physical space and people

Discover-Walk through the site to immerse yourself into its sensory environment(space and people) and to familiarise yourself with it. Don’t just look, use all your senses: smell, taste, touch, listen and notice how you move.

Texturing Collage / Moodboard

The realisation of texturing in VR depends mostly on technical abilities of modelling software and processing power of the computers. Envisioning an VR-environment from a sensing perspective can become a search within limitations on technical abilities. Still, a good way to get an estimate of what you would like to realise and to get an insight in the texturing of the environment (walls, doors, tables) or textiles (such as garments, curtains) is by creating a collage of materials. Use little scraps of material and create little collages for each scenario or environment. Tip for exploration: build small scale environments by using cardboard boxes, put the materials in and make small movies that show good lighting and texturing.

Second Step: map the environment from an 'active sensing' perspective.

Results can look like:

Documentation Mapping Symbols for virtual worlds

Basic Orienting

  • Orientation: immediate - gradual

  • Distances: wide - narrow

  • Volumes: generous - intimate

  • Layout: complex - simple

  • Pace: slow - fast

  • Paths: fluid - constrained

Visual

  • Colours: vivid - neutral

  • Materials: unified - varied

  • Forms: soft - hard

  • Sight lines: open - closed

  • Stimuli: high - low

  • Light: bright - dark

Auditory

  • Modulation: rich - light

  • Distribution: opened - contained

  • Vibrancy: energising - soothing

  • Clarity: figure - ground

  • Quality: enveloping - reverberating

  • Levels: loud - quiet

Haptic

  • Materials: tactile - disconnecting

  • Temperature: warm - cold

  • Surfaces: soft - hard

  • Ground: unified - varied

  • Air: light - heavy

  • Comfort: high - low

Smell/Taste

  • Context: complex - simple

  • Coherence: immediate - ambient

  • Duration: episodic - continuous

  • Interest: distinctive - neutral

  • Strength: high - low

  • Likeability: pleasant - unpleasant

article 1: article 2:

https://spatialexperience.myblog.arts.ac.uk/
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/london-design-festival-at-london-college-of-communication/
https://spatialexperience.myblog.arts.ac.uk/
https://spatialexperience.myblog.arts.ac.uk/
Hyper-Reality (6 min.) explored this exciting but dangerous trajectory.
Marina Abramovic about the difference between performance art & theater.
https://spatialexperience.myblog.arts.ac.uk/files/2018/06/Sensory-Flow-Templates.jpg