WOWlab_Forming the Player’s Purposes in Virtual Reality

WOW Lab
Inborn Experience (UX in AR/VR)
2 min readAug 8, 2018

To create a good experience of interacting with virtual reality, it is necessary to clearly formulate inside the user the goals that he will perform.

It is important to consider that clearly stated goals do not mean literally the LIST of tasks that the player must perform.

The best tasks are those that naturally arise in the user’s desire, but the very desire is to be formed by UX design.

(Example: the player is in a dark room — he needs to turn on the light).

The goal must grow into intention, and intention — into a chain of successive actions.

The project should put near and distant goals in front of the player to motivate him to action, and also give the reason to the user to return to the project again, to achieve long-range purposes.

Example: obtaining achievements or accumulating resources for construction.

An important property of good design is part of the goals, the player builds himself inside, getting from the environment is just the main impulse / direction. So, having discovered at some point the solution of the problem on your own — the player enjoys it.

(Example: Job Simulator In the office, the player is instructed to turn on the computer.) In the process of solving, the player discovers that the computer does not turn on. Already, the player guesses that to turn on the computer, you must first plug the cord into the socket. Pleasure, since the player solved the task / quest independently by finding the missing actions in the puzzle).

One of the important tasks of the designer is to clearly see the purpose of the business, within which his project is oriented, oriented to the client / person.

To make sure that the goals of your game are suitable and well-balanced,

ask yourself:

Questions:

  • What is the ultimate purpose of your project?
  • Is this purpose clear for the players?
  • If there are several purposes, will the players understand this?
  • Is there a semantic connection between different purposes?
  • Do my purposes have specificity, reality of achievement and worthy reward?
  • Is the balance of short-term and long-term purposes good enough?
  • Can players choose their purposes at their own discretion?
  • Is the game important for the Player? Does he see value in achieving this purpose?

(Example: The game of super hunting is aimed at survival.) Combining planning with action: Value is a person.) Abstraction of action and planning)

WOWlab: wooowlab@gmail.com

--

--

WOW Lab
Inborn Experience (UX in AR/VR)

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