pintsizedrobotninja

Immersive Tech UX Author, Consultant, Instructor.
Sci-Fi interface geek. Emerging Technologist.
Some rights reserved. CC BY-SA 4.0

man walking down a long curved passageway
Redirected Walking

Moving Around in VR: Redirected Walking

As we covered in my last article on locomotion, real walking is by far the best and most natural method of locomotion for virtual environments since it doesn’t have a learning curve, and poses the least risk for motion sickness. However, when your experience needs a lot of world space, it’s not always a practical […]

colorful 360 environment with a tree bearing fruit
Motion Sickness

UX for 360 Animation [Video]

A few examples of animations you can use to ensure a comfortable experience for your viewers.  Animations featured:  Uplifted by brockoli, Quill Theater VRFreeze by Goro Fujita, Quill Theater VRThe Reservoir by Maiden Interactive, Quill Theater VRNorth and South by Goro Fujita, Quill Theater VRMoss, Polyarc Games : https://www.polyarcgames.com   

post-it notes on a wall with UX topics written on them
UX Process

Calculating the Value of UX for XR

It’s hard to get people to pay money for a service when they don’t truly understand the value of that service. And, sadly because of this, UX is usually one of the first services to get cut when budgets and timelines are tight. I won’t reinvent the wheel by writing an article on the value

Person drawing sketches and taking notes on paper with a sharpie.
UX Process

UX Design Playbook for XR

As with research, I do like to have streamlined processes, playbooks and systems for my design work as well. However, unlike my other articles so far, the process I use to design solutions for XR does not follow the Google Ventures design sprint due to the nature of the businesses I work with. That said, if your situation allows

iPhone, field notebooks and pens lying on a table
UX Process

UX Field Research Sprint for XR

As mentioned in my previous article, it is my experience that most teams and projects don’t have the time or budget for robust research plans. Even so, you will still want to conduct some amount of research with people in your target audience to help ensure that you’re solving the right problems with your solution. Having

Boy exploring a world on Playstation VR.
Real Walking

Moving Around in VR: Real Walking

Locomotion is the way people move around within virtual worlds. In order to get the best experience and reduce the risks of motion sickness or fatigue, it is important to understand the different types of locomotion, their pros and cons, best practices and when best to use them. Currently, the different types of walking include:

Man wearing Oculus Rift headset
UX Process

Usability Testing Sprint for XR

I’m a big fan of streamlined processes and systems, so of course, I wanted to set one in place for usability testing on my VR projects. I won’t go into all of the pros and cons of research sprints -vs- fully-developed plans in this article. However, I will say that in my own experience most

Photo montage of disposable face pads, clipboard, cold water, VR headset
UX Process

VR: A Different World, A Different Way of Testing

With traditional usability testing, 2 people are usually sitting in a room — one in front of the computer trying to complete a set of given tasks, and one moderating the test. Often, there will also be another group of people observing and taking notes remotely from another room. Without going into the ins and

Multiple people in headsets in a crowded event space.
Training in XR

UX Best Practices for Training in XR

These UX best practices are based on my own experience designing and conducting in-depth research and usability tests with target audiences on actual training simulations before launch. Regardless of the subject matter of your training simulation or whether the target audience is an XR novice or an XR expert, these foundational best practices will further

Scroll to Top