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.

Fwoosh word in comic book style
Motion Sickness, Patterns

The Reservoir: Sinking in Water

Problem to solve 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. This can include a feeling of seasickness, headaches, general nausea, dizziness, vertigo or even in some cases, vomiting. This happens when there is […]

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   

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

Woman wearing VR headset with head resting on desk.
Physical Factors

Physical Factors: Fatigue in XR

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

young man wearing HTC VIVE virtual reality headset with head tilted down
Physical Factors

Physical Factors: Head Comfort Zone

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

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