designing vr for humans - mike alger
TRANSCRIPT
Designing VR for HumansMikeAlger
Welcome to the spaceshipWe found this primitive human species.
We decided to keep it as a pet.
But it seems to freak out in our strange environment.
Welcome to the spaceshipSo we created this device to keep it happy.
Here’s the results of our tests, based on our findings of human evolution…
This is a typical human shape.
very strange.
Input
43º C
Main Outputs
Sweat
Input
Breakfast
Main OutputsEnergy
😀
💩
Input
Mismatched vestibular and ocular information
Main Outputs
Breakfast
Input
Scary object close to face
Main OutputsDodge Scream
Adrenaline
Input
Confusing UI
Main Outputs
Frustration😠
Input
Easy UI
Main Outputs
Fast Task Completion
Input
Good Experience
Main Outputs
Happiness
😀
Input
Marketing for Good Experience
Main Outputs
Money
💵 💷 💶
If you want to try to make humans happy…
Try relying on nature first and nurture second
object features to draw attention
understandable spatial relationships
color with evolutionary reasons - i.e. blood red
nesting instincts
exploration instincts
defensive, food gathering, reproductive, parental, etc.
Field of View
Source: Alex Chu, Josh Carpenter, Jody Medich
Range of Motion
Combine FOV and Rotation to get
Content Zones
Lessons from other mediums
Traditional Artcolor palettes composition lighting texture
Animationeasing curves illusion of weight
Print Designheadlines typography line length contrast imagery
Web Designwhite space clear interactions hover states don’t just make it work
Theaterstorytelling suspension of disbelief staging & blocking pacing
Filmshot types editing production workflows fore- mid- background compositing
Televisionjournalism monetization techniques episodic form standardization photosensitive epilepsy
Architecturematerials distances information design support structure landscaping paths
Interior Designspace customization feng shui cloth
Game Designasset optimization gamification interactive storytelling
Consolidated Pro-Tips for your human’s User Interface
not canon take it or leave it
Use line of sight to reveal informationPRO-TIP
Source: Elite: Dangerous, LEAP Motion Planetarium, Siemens Demo
Animals in environments with too much going on are more likely to miss a critical detail and die, so the brain sends signals to escape.
Also, humans fear the unknown and have a desire to explore and understand so they don’t die.
WHY
Take care of humans responsibly
Minimalism helps keep the environment simple, and thus less stressful.
But having information available immediately is pleasing.
Don’t show what you don’t knowPRO-TIP
Source: Stanford Human Interaction Lab, Altpace VR, Jody Medich
Proprioceptive Disparity; If a human ate something poisonous, it might cause mismatched signals in their senses. The brain reacts by making the body sick to vomit what they ate. This is why vestibular and ocular mismatch makes humans sick. This also breaks suspension of disbelief.
WHY
Take care of humans responsibly
You’re better off not showing an elbow rather than showing one in the wrong place.
Looking left and right is easier standing; Up and down is easier sitting
PRO-TIP
Source: Jody Medich
It’s the way human muscles and tendons evolved
WHY
Take care of humans responsibly
Format content for the experience. Use rows and columns where they make sense.
vs
5cm separation on near UI elements is as clear as a drop-shadow in 2D
PRO-TIP
Source: Josh Carpenter
object identification based on parallax and convergence is hard-wired into the human’s brain
WHY
Take care of humans responsibly
Use z-depth for hierarchical UI elements
Flat planes look convex from distortion; Compensate with dynamic plane curvature
PRO-TIP
Source: Steam VR, Jody Medich
The brain breaks suspension of disbelief with unexpected physical characteristics
WHY
Take care of humans responsibly
Adjust 2D plane curvature based on distance from user Use a reference grid to test
Sound helps for lack of tactile feedbackPRO-TIP
Source: Jody Medich
Synesthesia; The human’s senses work together. Smelling things can give it the illusion of taste. Sound feedback on actions helps (but doesn’t always solve)
WHY
Take care of humans responsibly
If they touch something, play a corresponding sound
Human scale helps spatial cognitionPRO-TIP
Source: Jody Medich
Humans come automatically trained to recognize distances relative to themselves.
WHY
Take care of humans responsibly
Help your human navigate, remember, and find things by using real sizes
Podiums help them feel balancedPRO-TIP
Source: Alex Chu
Vertigo; When a human is near an e d g e , t h e y m a y b e c o m e unbalanced, making them want to grab something for support. Having a railing, podium or object near helps them feel more comfortable.
WHY
Take care of humans responsiblyGround them with elements in the foreground plane,
particularly for standing experiences
Foreground Midground Background
Use aspects of physical reality, even if your art style is not photorealism
PRO-TIP
Source: Jody Medich, Alex Chu, Tony Davidson
Presence is involuntary subconscious suspension of disbelief. The brain accepts a presented reality more readily if physical properties behave appropriately.
WHY
Take care of humans responsibly
Pay attention to the way light bounces.
Add imperfections and reflections.
Use optimized normal maps and shaders to achieve believable materials and corners.
Bake ambient occlusion and raytracing where possible.
More UX/UI Resources
Josh Carpenter - Mozilla youtube.com/watch?v=ZOaOYTOpwyM
Jody Medich - LEAP Motion youtube.com/watch?v=f0PCyyfbJpw
Alex Chu - Samsung youtube.com/watch?v=XjnHr_6WSqo
one more thing…
Don’t forget to feed them and keep them watered.