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Virtual reality
(VR) technology has been ‘emerging’ for a number of years. However, the past few years have offered a
leap in accessibility to a much wider audience.
The arrival of Google cardboard, a piece of cardboard with two embedded
lenses, allows an everyday smartphone to transport the user into a fairly good simulation
of a virtual world. Google cardboard has
broadened the accessibility of a technology previously inaccessible by the
general public. When assessing VR it
seems important to consider how this tech will fit into the UX strategy and how
to best utilize its capabilities while allowing the broadest audiences to
access the experience.
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Google Cardboard source |
But lets step
back and take a look at the development of virtual reality.
a brief bit of history
Step way back in
time to 1935 and Stanley G Weinbaum’s "Pygmalion's
Spectacles" gives us our first idea of what ‘virtual
reality’ might be. In his work of
science fiction Weinbaum's Professor Ludwig offers Dan Burke the opportunity to experience his "magic spectacles". The fictional Professor Ludwig claims to have created these magic spectacles and that they will provide sight, sound, smell, taste and even touch sensations. Though just a fictional creation the
description is remarkably true to future prototype technologies.
Fast-forward to the
1950’s and Morton Heillig patented arguably the first VR machine with his ‘Sensorama’. Something akin to an arcade game, which provided an immersive experience including sight, sound, smell, and touch. During the 1960’s a number of other
developments arrived such as head mounted displays (HMD), motion-tracking HMD
and the Sword of Damocles, the first VR/AR HMD connected to a computer. If you want to dig further checkout this
article by The
Virtual Reality Society posted in January 2016.
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Morton Heilig's Sensorama source |
In the 1990’s video game console’s came on board with VR headset’s connected to gaming consoles. SEGA and Nintendo both produced a version of VR tech, SEGA with a VR headset connected to their MEGA-drive console and Nintendo with their Virtual-Boy system. Throughout the 90’s and 2000’s many more gaming systems came on board. Nintendo WiiU and PlayStation 360 are two that lead the pack.
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Nintendo Virtual Boy source |
This brings us to the current offerings in VR, of which there are, 5 main front-runners. We have already taken a look at Google cardboard and although not as advanced of a technology as the others it bears mentioning purely based on accessibility. Also bearing mention is Samsung Gear VR, another smartphone based tech that is a slightly more advanced unit with a library of built-in apps and games. There are also three tether options: Oculus Rift, HTC Vive and Sony PlayStation VR all with varying levels of quality and interactivity. For a full review of these 5 main tech options take a look at CNET’s virtual Reality 101
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current virtual reality headsets source |
rules to work by
So now that we are caught up. Lets look at my top 4 recommendations when working with VR and how best it can enhance the users experience. This may seem obvious but if done incorrectly VR can lead to a very negative experience which is definitely not the desired effect.1 . Keep it audience-centric
VR is about creating an alternate world, an immersive experience. When you create that space you cannot assume the user will follow your path or the rules you set out for them. The whole idea of VR is that the user can go wherever they want! When creating the experience you must plan for all of the possible decisions of all your users and be prepared for the one person who will decide to step of the road and blaze their own trail. The entire space needs to be considered and layered with loads of detail.
2.
How are you connecting with your audience?
Simple things such as the point view you are
offering can impact the users feelings or emotions. A high angle looking down can put the user in
the position of authority or power whereas the opposite can be said about a low
angle looking up. Aggressive sound and
flashing lights can contribute to a feeling of anxiety and fear, which may be
the desired effect or not. Whatever the
experience you are creating never include an element without considering how
this might impact a users experience. All users will bring their own sets of emotions and reactions with them to your experience. Be sure you account for these factors.
3. How will the audience access this experience?
We have already discussed the equipment options that are available in today’s marketplace many of which have prohibitively high price tags. As a UX designer consider how this experience will be presented to the target audience. How can you provide access to the largest possible audience? The New York Times addressed this very issue by sending thousands of Google Cardboard units out to their subscribers before they offered them access to a VR video.4. Consider fantasy.
With the technology available today it may seem that creating a realistic VR experience is the way to go but there is a benefit to unicorns and rainbows. When creating a VR experience that is fantastic and magical but also not of our world you can offer your audience a space to recreate themselves as well. In a space not bound by everyday norms your user is allowed to be more open and accepting of the ideas and concepts you are offering. Perhaps they will be more likely to encounter that purple fluffy spider and overcome their arachnophobia or they will learn to fly as a fairy and realize that heights are not that bad after all. These are simplified and idealized examples but the basic premise is that offering an experience in an alternate environment has no limitations.![]() |
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where do we go from here?
With all of the exciting developments
in VR there are some great possibilities for the application of this tech:
VR for business: VR meetings, training and team-building
Marketing uses: an
interactive introduction to a new destination vacation spot, VR tours of new real
estate listings, VR experiences to introduce new markets to new products.
Medical sector: interactive
solutions for mental health, VR experience for medical practitioners to enhance skills or train new technicians.
VR has so many possibilities and will
continue to develop and grow. The
possibilities are endless!
Sources for this article
Sources for this article
the history of virtual reality
http://www.cs.jhu.edu/~cohen/VirtualWorlds/media/pdf/Historical.handouts.pdf
http://www.vrs.org.uk/virtual-reality/history.html
http://www.cs.jhu.edu/~cohen/VirtualWorlds/media/pdf/Historical.handouts.pdf
http://www.vrs.org.uk/virtual-reality/history.html
what is virtual reality, a breakdown of the technology
http://www.vrs.org.uk/virtual-reality/what-is-virtual-reality.html
http://www.vrs.org.uk/virtual-reality/what-is-virtual-reality.html
best marketing uses, best business practices
http://www.forbes.com/sites/michellegreenwald/2016/06/15/6-of-the-best-marketing-uses-of-virtual-reality/#7f7c37c338f4
http://www.forbes.com/sites/michellegreenwald/2016/06/15/6-of-the-best-marketing-uses-of-virtual-reality/#7f7c37c338f4
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