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UX for XR Toolkit

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Training in XR

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 enable you to create more effective and memorable training experiences.

The ultimate goal of training in XR is to train people on the content being taught — not on how to interact with the virtual environment or technology.

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game controllers, keyboard, and Nintendo Switch
Posted inHuman Centered Design Training in XR

Cross-Platform Design [Video]

Are you designing a cross-platform VR experience? Or are you thinking about converting your existing app or game into an XR experience? In this video I'll be diving a little deeper into designing across XR platforms and technologies.
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VR training of workers along side of road
Posted inHuman Centered Design Training in XR

How to create effective training in XR [Video]

Training is one of the most popular use cases for XR - and one of the biggest burning questions out there revolves around how to create effective training for this emerging platform. In this video I'll be diving a little deeper into the UX best practices for training in XR.
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rooftop basketball court with bouncing arrow pointing where to teleport
Posted inDirecting Attention Immersion and Presence Training in XR Wayfinding

Wayfinding in XR [Video]

https://youtu.be/jE8fVN5iL5A Virtual worlds can be overwhelming due to all of the things that fight for your attention. In the…
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Game Firs Contact, robot handing you a game cartridge
Posted inImmersion and Presence Training in XR

Getting People Acclimated to XR [Video]

https://youtu.be/_WZogWVfV6s Let’s talk about how we can help people get acclimated to new worlds in XR. Featured experiences:  First…
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Categories
  • By Question 19
  • Collaborative and Social 2
  • Gaming for Career Development 3
  • Human Centered Design 27
    • Motion Sickness 9
    • Physical Factors 10
    • Psychological Factors 2
    • Training in XR 7
  • Immersion and Presence 23
    • Cross-Platform 1
    • Directing Attention 4
    • Embodiment 3
    • Load Times 4
    • Narrative and Storytelling 2
    • NPC Behaviors 2
    • Sound 2
    • Wayfinding 2
    • Workflow and Focus 2
  • Input Methods 10
    • Controller Interactions 2
  • Locomotion 12
    • Artificial Locomotion 1
    • Drag World 2
    • Real Walking 2
    • Redirected Walking 2
    • Teleportation 3
    • Walk In Place 2
  • Patterns 12
  • UI Elements 3
    • Tooltips and Memory Cues 2
  • UX Best Practices 8
    • Transitioning to XR 8
  • UX Process 9
  • Visibility and Legibility 9
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