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Hero Academy beta in Richie’s Plank Experience. Using rocket booster gloves to fly around a city.
Artificial Locomotion

Moving Around in VR: Artificial Locomotion

We’re finally on our last article of this series on locomotion in VR. We’ve learned that while real walking is the best option, it requires physical space. And we’ve learned that teleportation is one of the best alternatives when you don’t have the space for real walking. Now, we’ll be covering the last of the alternatives, which is artificial […]

Google Earth VR inside a 360 view of Tokyo. Controller is showing with the Drag tooltip option in view.
Drag World

Moving Around in VR: Drag World

Ok, so we’ve established that real walking is by far the best option for a natural and comfortable experience, and that teleportation is one of the best alternatives for a comfortable experience if you don’t have enough space to move around physically. However, there are still some other alternatives out there that we need to address. In this article,

Screenshot of teleportation from the AltspaceVR Tutorial
Teleportation

Moving Around in VR: Teleportation

So far we’ve learned that while real walking is the best option for a natural and comfortable experience, it’s not always possible due to physical space limitations. This means we need alternative options for locomotion in VR. In the previous article, we learned that walking in place — while a valiant attempt, still has a pretty good risk of

Closeup of hands holding VR controllers.
Walk In Place

Moving Around in VR: Walk in Place

As we’ve established in these articles so far, real walking is the best and most natural experience, quickly followed by redirected walking since both give you the feeling of moving around as you would in the real world. However, when you have limited physical space and you don’t have the time or budget to warrant

man walking down a long curved passageway
Redirected Walking

Moving Around in VR: Redirected Walking

As we covered in my last article on locomotion, real walking is by far the best and most natural method of locomotion for virtual environments since it doesn’t have a learning curve, and poses the least risk for motion sickness. However, when your experience needs a lot of world space, it’s not always a practical

post-it notes on a wall with UX topics written on them
UX Process

Calculating the Value of UX for XR

It’s hard to get people to pay money for a service when they don’t truly understand the value of that service. And, sadly because of this, UX is usually one of the first services to get cut when budgets and timelines are tight. I won’t reinvent the wheel by writing an article on the value

Person drawing sketches and taking notes on paper with a sharpie.
UX Process

UX Design Playbook for XR

As with research, I do like to have streamlined processes, playbooks and systems for my design work as well. However, unlike my other articles so far, the process I use to design solutions for XR does not follow the Google Ventures design sprint due to the nature of the businesses I work with. That said, if your situation allows

iPhone, field notebooks and pens lying on a table
UX Process

UX Field Research Sprint for XR

As mentioned in my previous article, it is my experience that most teams and projects don’t have the time or budget for robust research plans. Even so, you will still want to conduct some amount of research with people in your target audience to help ensure that you’re solving the right problems with your solution. Having

Boy exploring a world on Playstation VR.
Real Walking

Moving Around in VR: Real Walking

Locomotion is the way people move around within virtual worlds. In order to get the best experience and reduce the risks of motion sickness or fatigue, it is important to understand the different types of locomotion, their pros and cons, best practices and when best to use them. Currently, the different types of walking include:

Man wearing Oculus Rift headset
UX Process

Usability Testing Sprint for XR

I’m a big fan of streamlined processes and systems, so of course, I wanted to set one in place for usability testing on my VR projects. I won’t go into all of the pros and cons of research sprints -vs- fully-developed plans in this article. However, I will say that in my own experience most

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