Part 2 of the current UX challenges for VR / AR curated by Filip Healy and with contributions from Facebook, HTC and Magic Leap designers. In this section, orientation in 3D spaces, voice input, menus and transition between apps! https://t.co/BQycHOuBKq
Interesting piece from @threesixtyUX discussing the biggest challenges facing #UX design in the #VR, #AR, #XR spaces. Lots of useful insights. We've come across a number of these whilst running VR testing projects. https://t.co/qyGx1CzMW1
We've helped @OpenUniversity evaluate and design the UX of their VR immersive training app for nursing students. Here's the case study:
https://t.co/XgT7FpjyYP
Multi person collaboration, Opening doors, Putting head protection on. These are some of the interaction design patterns we've included in our design library for VR Immersive Training: https://t.co/Kl4Huk84O5
The Hololens 2 has introduced the ability of directly interacting with 3D objects using just the user’s hands, all thanks to the introduction of fully articulated hand tracking. - XR Design Patterns include Hololens 2 https://t.co/Z4tc4QxJTa
The cost of fixing the design of a real space is high, compared to digital products. And yet, we don't test it with peopel before it's built. VR and eye tracking allow you to evaluate your design before committing to costly decisions. https://t.co/manfpo5gvi
With support for all major VR/AR headsets, eye tracking and real-time controller visualisation, our immersive lab enables us to run in-depth user research sessions to optimise the UX and resolve usability issues of any VR/AR product https://t.co/hdjQ1yMUFq
Enterprise and Augmented Reality: how to understand where AR can help with the ROI by looking at maximising workforce experience and performance via a user-centred approach https://t.co/3LIzKuqPk0 #ar#enterprise@thearea
We've had the pleasure to talk and present some clips from our work at @facebooklondon about VR research and interaction design together with @skyuk - when it's appropriate to break reality was one of the key topics. https://t.co/EJgrFscpy2 @researchthing
We've recently worked on Magic Leap and while doing research with users, we've learned a few things on how to design for it - https://t.co/uOrwsgugnC #vr#ux#design
We've updated our XR design library with new VR, AR and immersive training patterns to help you understand and create applications by using known design solutions. We now have over 50 patterns, each one with dos and don'ts and video examples - https://t.co/FljKqGy407
It's time to start talking about UX for XR: The 5 Biggest Challenges Facing UX Design for XR – And How to Solve Them https://t.co/BmmT6FFOkf - well done @threesixtyux@FilipHealy#vr#ux
Video of a recent talk by Threesixty co-founder Filip Healy at @facebook in association with @researchthing on UX testing for interactive VR applications. Co-presented with Alex Street from Sky with insights from a real case study. https://t.co/decPXEsErb
VR Research: understanding what's going during a usability session for VR/AR can be challenging. That's why we've built a real-time tracker for the controllers that can be used in the observation room - here's an example for @oculus https://t.co/s1SsSBgpxD
Augmented Reality UX: we've done some work in the past few months on AR UX for Enterprise and outlined our process and deliverable for Enterprise AR applications - here's an example of how it can be done https://t.co/fHAvFcDq6M #ar#ux#enterprise
I don't think the point of #vr is to be so realistic people forget they're in a different world. That's a romantic goal imo.
The point is to create something that is so good you KNOW it's simulated but yet you can't stop believing it and feeling immersed #vrUX