What makes great UX for VR?

12 things I’ve learned on the journey so far…

Here are the main points from today’s presentation @ UXcamp Zurich:

1 – Technology

The basics: accurate tracking, no latency, minimize lagging & delay, handling of cables…

2 – Ergonomics

Make sure the user has a comfortable body position while using the application: e.g. holding the hands high up can be very tiring. Avoiding motion sickness!

3 – Psychology

Design of the virtual environment: no narrow spaces, spooky lighting (unless you want that on purpose), choice of colours… Avoid to trigger common phobias.

4 – Interaction

Choose user interactions carefully, allowing the user to control his movements (eg. teleportation) vs. guided tour. General rule of thumb: more interaction, more comfort, more fun 🙂

5 – Feedback

Importance of providing appropriate feedback to substitute the lack of haptic feedback, for example through audio cue or light effects.

6 – Text

Avoid extended text blocks! Reading in VR (with the current resolution of VR headsets) is just a pain and doesn’t contributes to a great UX. When text is necessary, pay attention to the positioning (field of view, angles, contrast).

7 – User Interfaces

Design for 3D space, do not simple copy the 2D paradigmas from film/web/software without questioning it.

8 – Reduction

Abstraction: decide what is really needed & let the brain fill in the gaps. Realism: if you can’t do it right, then don’t do it. Avoid the uncanny valley!

9 – Intuitivness

Intuitive, self-evident design of gestures and interactions, giving affordances through means such as light, sound, etc. Offer on the job training to the user, for example by offering a demo scene at the beginning where he/she learns how to interact with the virtual environment.

10 – Flow

Importance of “Onboarding Experience”: goal is a fluid, seamless transition from reality to virtuality. Consider aspects such as design of the installation, embedding it into a suitable environment, preparation of the frame of mind of the user. Create and frame expectations.

11 – Storytelling

Don’t use technology just for the sake of technology: the use of VR should bring an unique benefit to the user, if not, let it be. Carefully consider to narrative, flow, user guidance. Consciously apply emotions and surprise for higher user engagement.

12 – Testing

Test early & continuously. Don’t take yourself and your friends as standard, you quickly become to familiar with your own projects. Use probands with no gaming experience unless gamers are your target group.

Your experience

What do you think makes great UX in VR? Would love to hear your thoughts and learn from your experience!