WOWlab_ Feedback in UX design for VR projects

WOW Lab
Inborn Experience (UX in AR/VR)
3 min readJul 20, 2018

Having defined the Goals of the project and its elements, highlighting the actions necessary to achieve the goal, we must fulfill them — this is the implementation phase.

Detailed level of interaction with the project production system.

Parameterization of the quality of the implementation of the UX design details.

One of the important parameters of UX design is feedback.

To create a good UX design in Virtual Reality, it is very important that the user can see the result of the action.

Lack of feedback generates unnecessary speculation.

When the user cannot correlate his actions with the ongoing reaction — he can build up the wrong relationships that will lead to destabilization of the interaction scenario.

To create feedback in UX design elements in the Virtual Reality, it is important to highlight the processes that occur in the user’s perception when interacting with the system / project.

The stage of formation of goals — is the initiating stage of action. We examined it in the previous chapters of the Methodology of UX design in Virtual Reality.

There are three main stages in setting the purpose:

  1. Intention.
  2. Determination of the sequence of actions.
  3. Implementation.

The evaluation of the result consists of the following three stages:

  1. Perception of changes in the world around us.
  2. Interpretation (understanding) of these changes.
  3. Comparison of the result with the desired result.

Notes on the perception of changes in the environment:

Effects:

One of the good ways in virtual reality is to confirm the committed action (feedback) — this is creating effects in the interaction.

Example: Cosmic Trip/ Effects show the level of charging, setting objects.

Example:Space Pirate Traning/when a shell hits a player — a trail is created indicating where it came from. Thus creating a feedback — letting you know what caused the damage. Since the player must defend several sides simultaneously and there are only a few hits before losing — it is important to let the player know exactly where the shot came from

Additional audio confirmation by feedback about the beginning of the shot and slowing down the sound track so that the player understands that there is a danger in his zone.

Video offset for visualization of hits. also agrees with the metaphor of the fact that the player acts as a robot.

Shadows and Vibration

Shadows have two very important pluses. They help in determining the position of hands in space, and also create a connection between the hands and the virtual environment, and since the user associates virtual hands with him, the relationship between the virtual environment and the user is strengthened.

This applies to the active use of the controller’s vibration as feedback when crossing geometry, taking objects and other similar situations.

WOWlab Recommended book: Theory of Constraints, TOC

WOWlab: wooowlab@gmail.com

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WOW Lab
Inborn Experience (UX in AR/VR)

WOW lab develop (UX)User Experience design for AR and VR projects.