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Cross-Platform

When designing a solution that is going to be used across multiple technologies and platforms, such as VR and 2D-mode on desktop, the translation between those platforms should be well-thought-out.

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Split photo with gaming PC keyboard, Google Cardboard VR, Playstation 4 controller, PSVR headset, Valve Index Knuckles
Posted inCross-Platform

Designing Across XR Technologies and Platforms

When designing a solution that is going to be used across multiple technologies and platforms, such as VR and…
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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 12
    • Controller Interactions 4
  • Locomotion 13
    • Artificial Locomotion 2
    • Drag World 2
    • Real Walking 2
    • Redirected Walking 2
    • Teleportation 3
    • Walk In Place 2
  • Patterns 12
  • UI Elements 5
    • Tooltips and Memory Cues 2
  • UX Best Practices 9
    • Transitioning to XR 9
  • UX Process 9
  • Visibility and Legibility 9
Fair Use Law

All screenshots or clips in this publication are the property of the studios who produced the film or experience and are used under the Fair Use laws for educational and critique purposes.

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