5 steps to great we­bvr

Web Designer - - Vr & Augmented Reality -

1. The world

As with tra­di­tional web de­sign, there are rules that should be fol­lowed in or­der for the ex­pe­ri­ence to make sense. Even if you’re break­ing some of the rules on pur­pose, con­sis­tency and log­i­cal nav­i­ga­tion are the key. That gets so much more com­pli­cated in VR – there’s still a lot ex­per­i­men­tal re­search go­ing into what a ‘web­site’ looks like, how a ‘link’ works and how other visi­tors might look to you.

2. In­ter­ac­tion

Con­tin­u­ing on the UX theme, it’s not just mouse click any more. There’s a va­ri­ety of con­trollers, and ways to in­ter­act. For the best re­sults it’s good to use sim­ple physics – press­ing, push­ing, lift­ing, things that feel nat­u­ral. And sim­i­larly to other projects, it’s al­ways very ben­e­fi­cial to test with a wide va­ri­ety of peo­ple; as it’s new, this should in­clude those who’ve never tried it be­fore.

3. links

A tricky prob­lem to solve in WE­BVR, and in VR in gen­eral, is how peo­ple travel be­tween places. One of the more pop­u­lar so­lu­tions in­volves tele­por­ta­tion and see-through por­tals. That sounds way more sci-fi than it ac­tu­ally is – and it works well. You can also let peo­ple fly be­tween places, but it has to be re­ally sub­tle – in this case, you’re mov­ing the whole world around the user.

4. re­spon­sive de­sign

Not only re­gard­ing the per­for­mance, but also dif­fer­ent de­vice ca­pa­bil­i­ties. Dif­fer­ent con­trollers have dif­fer­ent but­tons, some­times it’s only one con­troller, the user might be sit­ting or stand­ing, and the de­vice might let them walk around or might not. While orig­i­nal re­spon­sive de­sign would adapt to dif­fer­ent de­vice res­o­lu­tions, this time we have to adapt to dif­fer­ent user space – some only look around, some sit and some walk around. An en­vi­ron­ment should be com­fort­able for all.

5. per­sonal space

And speak­ing of user test­ing – make sure your users are in a com­fort­able place. This hasn’t re­ally been a prob­lem on the web be­fore, but in VR you should be re­ally cau­tious of users’ sur­round­ings. It’s a new prob­lem to have, but you re­ally have to be sure you don’t poke your users in a face with your dig­i­tal cre­ations. Other than that, ex­per­i­ment, be cre­ative and don’t be afraid to try new things – we’re in the ‘work in progress’ GIF era of WE­BVR.

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