Human Centered Design

Human Centered Design is all about putting people at the center of your design process – looking at the human side of things to help you create comfortable, compelling and easy-to-use experiences.

three cubes on a black background. The middle cube has a gaze targeting reticle hovering over it, making it more colorful than the other two cubes.
Accessibility, Input Methods

Gaze Targeting [Video]

Back in the earlier days of consumer-ready VR, headsets only allowed for movement within 3 degrees of freedom, which meant you could only move your head around. This also meant that you couldn’t track a controller within 3D space the way you can now with headsets like the Quest. The most common input method for these early consumer VR headsets was gaze targeting. But is it still relevant today?

Vader Immortal menu with options to exit, resume, select chapter, and enter modules and settings
Patterns, Physical Factors

Vader Immortal: Easy Exit

Problem to solve When designing UI elements and interfaces within a virtual environment, real-world physical ergonomics should be taken into consideration. How can I prevent fatigue or physical strain? Vader Immortal: Episode I’s solution Vader Immortal gives people the ability to stop at any time. They have placed a clear exit button on their main

characters in mouse village
Immersion and Presence, Motion Sickness

Animation in XR [Video]

Animation is an integral part of storytelling and can make or break an experience. However, in an immersive environment, motion sickness is a very common negative side-effect of animation. With that in mind, how can we add animation to an experience without making people sick? Featured experiences:  Moss by Polyarc First Contact by Oculus Credits: Background music

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