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Learning more about UX, going through Ultraleaps XR Guidelines

Ultraleap XR-Guidelines

Terms

Affordances - characteristics about an object that guide a user to their use. Interaction - Any touching of an object. Interactions should not require abstract gestures or poses. Poses and Gestures - Needs instruction, less effective than skeuomorphic design elements. Interaction Zone - Area that can be tracked. Occlusion - An unclear view of the users hands.

Designing for hand tracking

Gives specific measurements. Things interacted with their fingers, like buttons should be ~60cm away. Items that should be grabbed should stay ~50cm away. Can we better enforce these? Always keep grabby sections this distance away, no matter how far the actual thing is?

Designing Instructional Information

Use as few tutorials as possible, use short text snippets, users don't like to ready. Prioritize users doing required things instead of just showing. Use positive feedback when a tutorial is done correctly. Use a grid or some other design medium to indicate depth, which can be hard in the vast formless space of an empty VR room. An additional option is the use a pre-recorded avatar to demonstrate to the user.

Designing Menus

Selecting items is done with a push of a finger. Needs to be distinct enough that the user is immediately away of it being pushed. Visual, audio, mechanical (vibration) need to all be used.

Maybe two handles on the size that can be grabbed? One hand for repositioning, or two hands for resizing? Or can be use the same anchor to instead resize. Turn it like a volume knob to make it bigger. I'm not sure if we have enough fidelity to do that, you'd need x,y,z motions for movements, yaw, pitch, roll for rotation, I'm not sure how you'd differentiate to do a clockwise twist and make a panel bigger.

Virtual Objects

Virtual objects are important (duh). But they need to have certain aspects that help guide the user to properly using them. Designers should take real world inspiration. Chairs should be sit-able, tables should table properly. The more interactive objects, the better IMO.

However, some aspects need to be taken into account for VR. Their example is a simple ball. While a round cue ball is perfectly usable in the real world, not so much in VR, as different people grabbed it differently. Some gingerly held it, others made a fist around it. This caused some problems with collisions. Thus they added divots to guide the user to 'correctly' holding it. Markers and physical distortions will help with that.

Everything interactive should react to a user. Any casual movement should do something in response to a user, even simple brushbys.

Manipulating objects should be very similar to how they are moved in the real world. Try and emphasize people ingrained intuition to properly move things. Users can push or knock and object around, and objects should react both spatially and visually. Pick up objects with a pinch or grab, then they can be translated or rotated. Rotations tend to come with translations as the center of rotation is in the wrist, not in the object itself. Resizing is done with a two handed gesture, like a pinch to zoom deal.

That's it!

Emphasis on interactivity and skeuomorphic designs. I wonder if in the future we'll move away from physical skeuomorphisms like we did with smartphones. Who knows!