Skip to content
Access exclusive content by tier. Become a Patron now!
Find me on
  • Medium
  • LinkedIn
  • Twitter
  • YouTube
UX for XR Toolkit

Ninja Robot Studio LLC

  • Home
  • Learn
    • Learn by Category
    • Learn by Question
    • Online Courses
  • Patterns
  • UX Playbook
  • Services
    • Consulting
    • Labs Thursdays
  • Contact

Load Times

VR users are a captive audience. They have nothing to do but sit or stand and wait while the environment is loading. Long load times on traditional platforms are bad enough, but within a virtual environment they are even more noticeable and can be all the more frustrating — and in some cases even confusing.

However, in the cases where long load times are unavoidable, there are design practices that can be used to reduce the frustration and confusion.

  • Home
  • Immersion and Presence
  • Load Times
ghost hands drawing sparkling lines in space
Posted inImmersion and Presence Load Times Patterns

Ghost Giant: Load Scenes

Problem to solve VR users in particular are a captive audience. This is because their eyes - and probably…
Read More
The Secret Shop entry from the Lab Lobby
Posted inImmersion and Presence Load Times Patterns

The Lab by Valve: Load Scenes

Problem to solve VR users in particular are a captive audience. This is because their eyes - and probably…
Read More
A load scene for the mini experience Secret Shop. Mostly grey with preview image.
Posted inImmersion and Presence Load Times

Load Times in XR [Video]

https://youtu.be/flU0ezIlrUo Let’s talk about how we can keep people engaged and keep them from thinking your app has crashed…
Read More
Load screen in Ghost Giant VR lets you draw in the air with sparkly lines of light.
Posted inImmersion and Presence Load Times

Load Times in XR

VR users are a captive audience. They have nothing to do but sit or stand and wait while the…
Read More
Search
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.

  • Home
  • Learn
    • Learn by Category
    • Learn by Question
    • Online Courses
  • Patterns
  • UX Playbook
  • Services
    • Consulting
    • Labs Thursdays
  • Contact
Copyright © 2023 — UX for XR Toolkit by Ninja Robot Studio LLC
  • Medium
  • LinkedIn
  • Twitter
  • YouTube
Scroll to Top