fbpx
 

Resources80+ Resources to help UX of VR Environments

Virtual reality and augmented reality, are becoming increasingly popular. In this blog, you will know the specific needs of VR when it comes to UX solutions and user interface.   Want to download the whole list as a downloadable spreadsheet? CLICK HERE and get the resource for FREE.   VR Interface Design Pre-Visualization Methods  Presented by Mike Alger. This method is all about the interfaces and experiences with the larger scope of a Virtual Reality...
Laarni Suguitan3 months ago

Virtual reality and augmented reality, are becoming increasingly popular. In this blog, you will know the specific needs of VR when it comes to UX solutions and user interface.

 

Want to download the whole list as a downloadable spreadsheet? CLICK HERE and get the resource for FREE.

 

VR Interface Design Pre-Visualization Methods 

Presented by Mike Alger. This method is all about the interfaces and experiences with the larger scope of a Virtual Reality operating system.

 

VR Interface Design Manifesto 

Presented by Mike Alger. Virtual Reality user interface design for ergonomic applications of multitasking and productivity. The purpose of this manifesto is to explain intent as well as individual bias, assumptions, and reasons. 

 

UI/UX Design for WebVR

Presented by Josh Carpenter. Josh Carpenter is a UX Designer with Mozilla, currently focusing on virtual reality and the open web. He led a team designing a new mobile operating system built entirely on the open web.

 

Designing for Virtual Reality

Presented by Alex Faaborg, Erica Morse, Jon Wiley, and Manuel Clement. They talk about best practices for rapid prototyping in virtual reality, and what the Google VR design team has learned from crafting virtual reality applications.

 

UX in VR: Designing for Virtual Reality

Presented by Talk UX, speakers Laura Cortes And Cyriele Piancastelli about Designing for Virtual Reality.

 

Designing UI for VR

Presented by Dan Gilmore and talks about designing user interfaces for VR.

 

Designing for Virtual Reality

Presented by Rebecca Torbochkin and talks about an overview of virtual reality and its problems for a UX design audience.

 

Interaction Design in VR: Valve’s Lessons

Presented by GDC Europe and speaker Yasser Malaika of Valve and talks about the interaction in VR and motion control within VR.

 

The Holodeck is here – Designing for Room-Scale VR

Presented by Alex Schwartz, CEO, Owlchemy Labs, and Devin Reimer, CTO, Owlchemy Labs. They talk tracked input, considerations for real-world ergonomics, skill transference in VR, designing for tethered experiences, locomotion, and more.

 

Technical and Design Tips for VR/AR Unity Projects

Presented by Jay Santos and Pete Moss. They talk about the overview of the VR ecosystem and the technical and design tips for VR/AR Unity Projects. 

 

The Dawn of Mobile VR with John Carmack

Presented by Laura Fryer with John Carmack. They talk about the technical details of making mobile VR a reality, techniques, and strategies for maximizing the quality of VR games, applications, and experiences, and thoughts about the future of VR.

 

Navigating New Worlds: Designing UI and UX in VR

Presented by Kristoffer Brady, Lead Product Designer, Oculus, and Richard Emms, Designer & Creative Coder, Oculus. They talk about the challenges of designing user interfaces and interactions for an emerging medium and how they approach the constraints and possibilities of VR. 

 

Virtual Reality is a Medium: Creating Art with Oculus Touch

Presented by Lydia Choy, Oculus, and Brian Sharp, Oculus. They talk actionable lessons around building rich interactions with Oculus Touch and also share their thoughts on the future of professional VR applications.

 

Being There: Designing Standing VR Experiences with Tracked Controllers

Presented by Alex Schwartz, CEO, Owlchemy Labs, and Devin Reimer, CTO, Owlchemy Labs. They share their experiences designing standing VR experiences learned through the development of Job Simulator.

 

Designing for VR: Environments and Interactions

Presented by Liv Erickson. She talks the first half of her introductory content on designing for virtual reality: environment building and interactions.

 

Designing for VR: Input, Planning, and Testing

Presented by Liv Erickson. She talks about the second half of her introductory content on designing for virtual reality: input and testing. 

 

Stephan Tanguay – Future VR Input & UX Solutions

Presented by Stephan Tanguay, Designer / Developer. He talks about how to design compelling UX that is intuitive, and what concepts translate across each platform.

 

Documentation for Focal Point Demo Scenes

Presented by Albert Hwang. His video talks about the documentation of demo scenes of the Focal Point VR unity asset.

 

Building 3 Dimensional UI for VR

Presented by Riho Kroll. This session talks about the design, as well as technical challenges of building 3D User Interfaces using traditional game development pipelines of modeling and animation. 

 

ITA Annual Meeting: Alex Chu, Samsung America (Gear VR)

Presented by Alexander Chu, an Interaction Designer at Samsung Research America – Dallas. He talks about the effective use of space in VR at the ITA Annual Meeting.

 

How to walk around something that is bigger than your tracked space

Presented by Diego Montoya and Daniel Sproll. They talk about exploring a world in VR.

 

VR Microtalks: Intersections of Design & Technology

Presented by Kalman, Throop, Link, Ekanayake, and Duringer. The five leaders from a variety of creative backgrounds share practical advice collected from exploring VR. Learn about everything from Bad UI/UX, to the possibilities of nonliteral spaces, to the principles of building immersion in virtual reality. 

 

Transitioning from a 2D to 3D Design Paradigm

Presented by Alexander Chu, an Interaction Designer at Samsung Research America – Dallas. He talks about VR experience design, and discuss the implications VR can have on your working process.

 

Lessons Learned from VR Prototyping

Presented by Mike Podwal and Google Developers. They talk about what they learned about interactions, immersion, social, and more. 

 

VR Design Process

Presented by Rob Jagnow and Google Developers. They talk about a new design process for exploring, polishing, and launching consumer VR products while avoiding the pitfalls of a traditional 2D workflow. 

 

Going VR: The Future of UI Technology

Presented by Jerome Lacote. He talks about the future of UI/UX in the context of virtual and augmented reality. 

 

Designing for Daydream 

Presented by Lindsay Metcalfe, David Dearman, Mike Alger, Brian Pullen, and Alex Faaborg. They talk about VR design, they also cover: knowing your users, ergonomics, environmental design, and the new Daydream controller. 

 

SapientNitro Session – Turn on, Tune in, Drop out: The Virtual is Real.

Presented by Howard Goldkrand, Innovations Director, SapientNitro. He talks about the new state of the virtual, entertainment and beyond, and how it is creating new space, new industries, and new challenges.

 

Designers + Geeks: Let’s Go Cyberspace – Virtual Reality UX

Presented by Timothy West from Unity Labs. She talks about creating great UX in virtual reality. 

 

Overview of different locomotion methods on HTC Vive

Presented by Bumble. A demonstration of various different proven and experimental locomotion methods for HTC Vive virtual reality.

 

Cognitive Psychology of Virtual Reality Basics, Problems and Tips

Presented by Thomas Bedenk, VR Consultant, Exozet. He talks about the Virtual Reality Basics, Problems and Tips.

 

HTC Vive and Oculus Rift Hardware Requirements Explained

Presented by Orion Bukantis. He talks about the hardware requirements of the Vive and Rift to give gamers a better understanding of why the need such powerful PCs to play.

 

Shapeshifter: homuncular flexibility in virtual reality

Presented by Harry Brenton. He talks about exploring body transfer & metamorphosis in VR.

 

John Howard (LOOOK Inc) UX/UI Design for VR and Mixed Reality

Presented by John Howard – Co-founder & Creative Director – LOOOK Inc. He talks about the spatial UX/UI toolbox being created by pioneers in the space.

 

Adrienne Hunter & Eva Hoerth | 10 UX Challenges to Consider in VR

Presented by Adrienne Hunter and Eva Hoerth. They talk about UX topics in VR. 

 

Flying through (virtual) reality

Presented by Patrik Künzler. He talks about the design of objects and virtual interfaces.

 

Hand-Tracked Controls: Design and Implementation for Serious VR

Presented by Matt Newport – CTO/Co-founder – Osso VR. He talks about the tremendous value of hand-tracked controls in VR for training applications and discusses the key design decisions developers face implementing hand-tracked controls and hand/object interaction in VR.

 

Integrating 2D UI with VR Environments

Presented by Bradley Austin Davis, Software Engineer – High Fidelity. He talks about the best practices for creating 2D user-interfaces for VR games and experiences. 

 

VR Design Lessons from Multiplatform First Person Gaming

Presented by Rafael Brown, Co-founder & Creative Director – Digital Myths. He aims to show where assumptions worked and where they had to be rebooted as he and his team build a new VR games project. 

 

Frontiers of VR UX – SoCal UX Camp

Presented by Edward J. Moore, VR UX Designer & Gamification Strategist. He shares insights, data, and tactics for VR UX Design.

 

Accessibility and VR (Brian Van Buren, Tomorrow Today Labs)

Presented by Brian Van Buren. He talks about the basics of VR as it exists today; what you need to know about the hardware and software. He also discussed AR and non-entertainment software accessibility and the near future of VR.

 

Designing Screen Interfaces for VR

Presented by Chris McKenzie, UX Designer – Daydream (Google’s virtual reality). He talks about techniques that the Daydream team uses to create legible, usable screen interfaces in VR.

 

Articles

1. Designing for Google Cardboard
2. Designing for Virtual Reality
3. The hierarchy of needs in virtual reality development
4. Speculations on neuro-motivated design for VR
5. Analyzing VR as a computing platform
6. From Product Design to VR
7. 8 Things Every Educational Game Developer Needs to Know
8. 6 Principles of Leap Motion Interaction Design
9. The Oculus Rift and User Experience
10. UX & Virtual Reality – Designing for interfaces without Screens
11. VRID: A Design Model and Methodology for Developing Virtual Reality Interfaces
12. Immersive Design: Learning to Let Go of the Screen
13. Mobile VR App Development: User Interface Guidelines
14. Designing Intuitive Applications
15. VR Best Practice Guidelines
16. Immersive Modelling UX
17. 5 Lessons I Learned From Designing the VRUI of Beloola
18. Video game user interface design: Diegesis theory
19. VR Tools: The Good, The Bad, The Ugly
20. The Rise and Fall of Virtual Reality
21. Virtual Reality User Research: Q & A
22. Some thoughts about designing for VR
23. Will Virtual Reality Eat Your Brain (Or Save Humanity)?
24. Comfortable VR Movement in Dead Secret
25. UX Pointers for VR Design
26. Going after a new VR Navigation System
27. Making Great VR: Six Lessons Learned From I Expect You To Die
28. Build-a-Button Workshop: VR Interaction Design from the Ground Up
29. Unlocking VR’s Potential by Focusing on UX
30. Case Study: Deep Linking
31. O’Reilly Design 2016: Interaction Considerations for VR & AR

 

Slides

UX in VR: Designing For Virtual Reality

Presented by Laura Cortes, Multimedia Designer at Leya.

 

The rise of VR & AR era. Why this time is different?

Presented by Vasily Ryzhonkov, Director of Mobile tech center at Skolkovo Foundation.

 

Steve Bromley – Running User Tests for VR Games

Presented by Steve Bromley.

 

Team Fortress 2: From The Orange Box to Free to Play in “Just” Four Years!

Presented by Joe Ludwig.

 

Virtual Reality Human Interface Guidelines

Presented by Brett Red.

 

Sustainable UX in VR

Presented by Dr. Pete Markiewicz.

 

Designing the Future of Augmented Reality

Presented by Carina Ngai, Product Design Lead/UX.

 

Frontiers of VR & AR UX

Presented by Edward Moore, VR UX Design Specialist.

 

Want to download the whole list as a downloadable spreadsheet? CLICK HERE and get the resource for FREE.

 Other links:

Get Admix – free Unity plugin to start monetizing your VR/AR content.

Join our Facebook group for VR/AR Pioneers and get access to 50+ free resources and a supportive community

 

Facebook Comments

Laarni Suguitan

Laarni is a Community Manager at Admix and VR/AR Pioneers. Her responsibilities include growing our community by putting together industry resources and moderating our groups. She's been in the online digital media industry since 2011.

One comment

  • agen poker online terpercaya

    September 19, 2019 at 7:17 am

    We’re a bunch of volunteers and starting a new scheme
    in our community. Your web site provided us with useful info to work on. You’ve done an impressive job and our entire group will probably be thankful to you.

    Reply

Leave a Reply

Your email address will not be published. Required fields are marked *