Strive to survive: Designing for immersive experiences

The challenges that we are to face as UX Designers in the ever evolving digital world

Dobrian Dobrev
Inborn Experience (UX in AR/VR)
4 min readJul 20, 2018

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Credits: Daz_Qu

As designers, we are currently faced with the challenge of bringing our skillset to the physical world. This article delves into how we should adapt as professionals and will showcase some techniques and resources when it comes to prototyping an immersive experience. We will also touch on how to structure and communicate Information Architecture within a VR/AR/MR environment.

Our current design workflow: What we do today

Sketch

The process of ideating and sketching some potential solutions to a specific challenge

Wireframe

The process of arranging elements of an interface with the goal of forming a navigational and information narrative

Prototype

The process of forming all wireframes within an interactive experience that could be validated with clients/stakeholders.

Our current design workflow: The implications

Sketch

  • We are sketching & perceiving at a flat surface.
  • Paper sketches are flat and can’t communicate the real thing/experience.

Wireframe

  • Our monitors are flat.
  • We design a flat interface and a linear information architecture.
  • 2D tools are flat and can’t translate properly for VR.

Prototype

  • We design a 2D experience & test it on 2D devices.
  • Programming a proof of concept in Unity for prototyping purposes is a big overkill.

The game changer

Sketch

As opposed to ideating on a piece of paper what will eventually become an interface experienced on a flat monitor we really have to sketch an experience in space when it comes to immersive design. When designing for the web on desktop and mobile, we had to come up with new metaphors for user actions like scroll, tap, etc. On the contrary, metaphors in an immersive experience are quite literal. Inherently, there are more choices in an immersive environment than a computer/phone screen could ever offer.

In VR, the environment is the user interface and vice-versa

Wireframe

Credits: Volodymyr Kurbatov

Once it comes to arranging interface components in an immersive environment we have to think how to transfer those artifacts which are to be perceived spatially on a flat surface. Luckily, there are great designers such as Volodymyr Kurbatov who have already come up with a game changer.

Introducing the 360 Panorama Grid template — a holistic approach using a 360 panorama grid to align components to wide angle view.

And there’s also another iteration on this template — VR Sketch Sheet v2.0 done by Saara Kamppari-Miller which considers vertical head movement in addition to the horizontal head movement.

Prototype

Regarding prototyping, there are already various tools different in technique and approach that could help you out designing a low or high fidelity proof of concept.

Credits: Dobrian Dobrev

Design-based

There are a number of tools that you could use in order to design a VR/AR prototype.

Credits: Dobrian Dobrev

Pros:

  • easy to design and handle
  • no coding skills required

Cons:

  • somewhat limited to low and mid-tier devices and experiences
  • suitable for low to mid-fidelity interactions such as eye-gazing

Tools:

Framer prototype with eye-gaze
Unity prototype with hand gestures

Code-based

There are tools out there which would be perfect for you if you know your way around coding.

Pros:

  • useful for more sophisticated interactions using remotes
  • useful for high-tier devices

Cons:

  • coding skills required
  • takes more time and more effort

Tools:

Further Reading & Resources

  1. Design Practices in Virtual Reality
  2. VR/AR Prototyping for everyone
  3. A Quick Guide to Designing for Augmented Reality on Mobile
  4. Place UI Kit — The future of augmented reality mobile apps
  5. VR, AR and Mixed Reality Resources

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Dobrian Dobrev

User Experience Designer; Speaker at UX conferences; Writer of publications on UX Design and Information Architecture; Teacher at New Bulgarian University;

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Dobrian Dobrev
Inborn Experience (UX in AR/VR)

UX Designer at Coca-Cola; Speaker at UX conferences; Teacher at SoftUni; Design Mentor at Designed.org; Author of UX publications;