Ux in Virtual Reality
Making Sure Ux is in Your VR
This blog entry from LeapMotion describes adapting the camera controls used in 3D web drawing libraries like THREE.js, and how they might be adapted to useful VR interaction.
- SpringControls – pinch pulls camera to a preset target
- PointerControls – right-hand pinch moves you to the target you are looking at
- Leap Eye Look Controls – similar to PointerControls, except left-hand pinch moves target
- Two Hand – translate around scene with one hand, rotate with two hands
- Pinch Rotate – dolly in and out with a pinch
- Trackball – hand movements roll camera around an object
- Paddle – row your way around a scene
There’s also a slideshow at:
Note: see the correction in the comments below – these kind of camera controls would make all except the most aggressive games quite sick.
Leap Motion Blog
One place that VR will be used effectively is with users that have a disability, or are invalids.
Designing “Unseen Diplomacy” for Disabled Users
A great blog from U.K. VR games company Triangular Pixels that describes how they paid attention to Ux during design of their game, Unseen Diplomacy (HTC Vive),in particular for users that were deaf, color-blind, or have a physical (motion) disability.
Unlike most game developers, they paid attention to the challenges of limited senses and motion. One conclusion is that audio and video cues need to be developed in parallel and complimentary. Another was that “restricted motion” toggles in game config might be valuable for more than wheelchair-bound users.
Designing for Users with Disabilities
Another post from Katie Goode of Triangular Pixels