usability testing for virtual reality
TRANSCRIPT
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Usability in Virtual RealityTeam
Aziz | Pratik | Kartik
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Agenda
Overview
Requirement
Best Design Practices
Usability Method
Conclusion
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Overview
VR is a computer technology to create a simulated environment.
VR places the users inside an experience
Users can interact with 3D objects or 3D worlds.
Essentially, experienced with the help VR headsets e.g Oculus Rift, HTC Vive, Google Cardboard.
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Current state of UX in VR: https://www.youtube.com/watch?v=wZQB1705inM
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CURRENT TRENDS
Current State of UX in VR https://www.youtube.com/watch?v=wZQB1705inM
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Looking and Moving
Content Placing
Human Requirements (Cyber Sickness)
Ergonomic Requirements
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Ergonomic Requirement 1. Looking and Moving
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Ergonomic Requirements 2. - Content Placing
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Ergonomic Requirements 3. Cyber Sickness
Cause 1 - Latency
Solution - Min 90 FPS and everything is fine
Cause 2 - Motion
Don’t move them quickly, avoid fast zooming
Give users a reference point to follow
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Design Patterns
Reticle
Fuse button
Ground menu and Controller menu
Selecting Dashboards
Text Display
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ReticleIdle state — the idle state reticle should be as minimal as possible, giving only a hint where the centre is.
Movement —the reticle should be activated when the user looks at any place that is approachable. When doing so, the reticle should transform into a larger pointer, highlighting the selectable area with a circle projected over it from the user’s perspective.
Interacting with objects — when the user turns his/her attention to an interactive object the reticle should react accordingly.
https://uxdesign.cc/design-practices-in-virtual-reality-f900f5935826#.hx0lb473x
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Design Patterns
Reticle
Fuse buttons
Ground menu and Controller menu
Selecting Dashboards
Text Display
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Fuse Buttons
https://www.google.com/design/spec-vr/interactive-patterns/controls.html#
Something you can click on even if you don't have a touchpad or a magnet to use.
1. You have to focus your eye cursor (basically, look) on a fuse button
2. This starts a timer3. After you maintained focus for long
enough, the button is triggered
Fuse Buttons
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Needless to say
Fuse button should never move
http://realityshift.io/blog/buttons-in-virtual-reality-a-ui-ux-design-approach
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Fuse button guidelineThere are two problems to tackle here:
1. The visual feedback (timer countdown)
2. The time to wait for the button to be activated
It can indeed become frustrating if the user does a lot of navigation, and has to wait 1-2 seconds for a button to be triggered each time.
Google recommends that you give the user the chance to directly click on the target, making the wait unnecessary, and the interface snappier.
http://realityshift.io/blog/buttons-in-virtual-reality-a-ui-ux-design-approach
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Design Patterns
Reticle
Fuse buttons
Ground menu and Controller menu
Dashboards
Text Display
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Ground menu and Controller menu
http://www.vrinflux.com/the-basics-of-virtual-reality-ux/
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Design Patterns
Reticle
Fuse buttons
Ground menu and Controller menu
Dashboards
Text Display
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http://www.vrinflux.com/the-basics-of-virtual-reality-ux/
A maybe not totally inaccurate depiction of dropping new users into a VR experience
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DashboardImage: http://www.androidcentral.com/watching-debates-vr-made-me-glad-i-had-backup-plan
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Design Patterns
Reticle
Fuse buttons
Ground menu and Controller menu
Dashboards
Text Display
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Text Displays in VR
Google Cardboard example of displaying text
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Real world metaphorsUI design in Web and Desktop application use real world metaphors Eg. Dragging file to recycle bin
Design in VR is also based on real world metaphors to make the environment more familiar
These metaphors are no longer metaphors since the person is actually performing the action
There is an opportunity to create new interactions that are better than real world interaction
https://medium.com/yvr/goodbye-metaphors-hello-world-interface-design-in-virtual-reality-d2462e52a029#.ymper0qjg
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http://www.gamasutra.com/view/news/264648/The_burrito_that_wraps_up_excellent_VR_design_fundamentals.php
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Fishbowl
Fishbowl is a firm offering usability testing for VR
It’s testers are early adopters of VR who have their own VR devices
The test records the user as well as the virtual environment
The test survey post test recording can incorporate both Quantitative and Qualitative questions for data gathering
https://www.youtube.com/watch?v=30rcVwnarKE
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ConclusionUX for VR has to be approached differently but the core UX principles remain the same
Different design heuristics will be required for UX design and evaluations
Design has to move away from the flat screen paradigm and existing metaphors
VR Design offers more flexibility and freedom for the designer
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Thank you