Motion Sickness in XR [Video]
Let’s dive a little deeper into the UX best practices for motion sickness. Featured experience: Richie’s Plank Experience by Toast VR Credits: Background music – “Break Free” by jonahb
Let’s dive a little deeper into the UX best practices for motion sickness. Featured experience: Richie’s Plank Experience by Toast VR Credits: Background music – “Break Free” by jonahb
So far we’ve learned that while real walking is the best option for a natural and comfortable experience, it’s not always possible due to physical space limitations. This means we need alternative options for locomotion in VR. In the previous article, we learned that walking in place — while a valiant attempt, still has a pretty good risk of
Let’s dive a little deeper into the psychological factors to keep in mind when creating XR experiences. Featured experience: Richie’s Plank Experience by Toast VR
As we’ve established in these articles so far, real walking is the best and most natural experience, quickly followed by redirected walking since both give you the feeling of moving around as you would in the real world. However, when you have limited physical space and you don’t have the time or budget to warrant
Let’s dive a little deeper into how you can direct the user’s attention in 360 environments. Featured experience: Invasion by Baobab
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
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
UX talk with Circuit Stream With the new medium such as XR, we have to come up with new solutions to provide a great immersive experience. In this free workshop, Aleatha will explain and show you the foundational aspects of UX design for extended realities in a way that is understandable and most importantly, actionable.
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
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