Virtual reality is the newest and most exciting platform since the dawn of smart phones, but with each new platform there are growing pains in the development and design techniques. While working on the Vive Elbert suffered many headaches, nausea, and tired arms so that you don’t have to! With the ability to walk around using the HTC Vive there will always be a disparity between the user’s real space and the virtual space they are experiencing, hence the big need to have locomotion in VR. He will discuss different VR locomotion methods —teleportation, inside a cockpit, and scaling— what works and what doesn’t. VR can lead to a lot of discomfort if the wrong or improper techniques are used; Elbert will explain why properly designing VR experiences is crucial for the comfort and enjoyment of the user. This includes level design, player movement, the importance of frame rate, and avoiding virtual food poisoning!
The big question mark for VR is how do we effectively present data and how do users interact with this data. This will include nuggets of wisdom about UX and UI design, using 3D vs 2D interfaces, and designing the experience beyond the initial 5 minute experience (users get lazy as the novelty of raising your arms and reaching out to common menu items gets old fast). By the end of the talk audience members will be better armed in developing their own VR experiences, and challenge themselves to hold their VR experiences to a higher bar; because a bad experience can ruin VR for a user for a long time.
Teach how to do proper VR experiences that people will enjoy and not get sick
Assumed Audience Knowledge
People who have tried VR and are familiar with the VR landscape
Five Things Audience Members Will Learn
- How to think as a VR developer
- Proper locomotion techniques in VR
- How to avoid making people sick
- UX/UI design in VR
- VR is hard to do but is rewarding