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
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
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
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
Remember to keep in mind that the real physical environment still impacts the experience you’re creating within the headset. For example, the user may be wearing a headset in an environment where they’re sitting in a fixed chair with limited mobility. Or they may be in a crowded event setting, or a limited physical space
Spending time in a virtual environment can be physically tiring for people who aren’t used to it. Be sure to consider the length of time people will spend in the headset for your application, and design the environment and interactions with physical ergonomics in mind. They also may need to stop at any time for
When designing UI elements and interfaces within a virtual environment, real-world physical ergonomics should be taken into consideration. Be sure to keep head rotations within comfortable ranges — especially when using gaze targeting, or for longer durations or more repetitive tasks. Assuming a person is sitting or standing still and focusing on an interface, the
Motion sickness is one of the most common negative side-effects of VR experiences. This can include a feeling of seasickness, headaches, general nausea, dizziness, vertigo or even in some cases, vomiting. This happens when there is a mismatch between what is being seen and what is being felt — or in other words, your eyes
Due to the nature of alternate realities and the levels of immersion they can create, it is important to consider the psychological factors involved when using, assessing or designing these experiences. Phobias Real-life phobias carry over into Mixed and Virtual Reality. So, this should be taken into consideration when asking people to put on a