Design4real VR AR Agency

Designing captivating user experiences in VR and MR
Immersive UX design

XR interface

Virtual Reality (VR) and Mixed Reality (MR) are no longer futuristic fantasies; they are rapidly evolving technologies that are changing how we interact with information, entertainment and each other. But as these immersive worlds become increasingly accessible, the User Experience (UX) Design at the center of attention. Designing intuitive, appealing and convenient experiences in these new dimensions is crucial for their broad acceptance and success.

Unlike traditional screen-based design, UX in VR/MR presents a unique set of challenges and opportunities. We are no longer limited to flat surfaces and mouse clicks. Instead, we are designing for three-dimensional spaces and utilizing body movement, spatial audio and novel forms of interaction. This paradigm shift requires a fresh perspective and a deep understanding of human perception and behavior in immersive environments.

Navigating the unknown: important considerations for VR/MR UX design

The design for VR/MR requires a differentiated approach that takes the following key aspects into account:
    • Immersion and presence: The aim is to create a believable and engaging sense of "being there". This requires careful attention to visual fidelity, spatial audio and responsive interactions that make the virtual or augmented environment feel real and tangible. Poorly designed interfaces or sluggish performance can destroy this illusion and lead to frustration and discomfort.
    • Interaction design in 3D space: Forget the mouse and keyboard. We now work with hand tracking, gesture recognition, voice commands and special controllers. Designing intuitive and natural ways for users to navigate, select and manipulate objects in 3D spaces is critical. This requires rigorous testing and iteration to find the most comfortable and efficient solutions. This often involves choosing between two primary approaches to interface design, each of which has different characteristics and impact on the user experience:
        • Diegetic interfaces (interfaces that are embedded in the world): At its core, diegetic interface design aims to create virtual controls and displays that Part of the fictional world that the user experiences. These elements exist within the narrative and spatial context of the environment. Think of the dashboard in a virtual car, the buttons on a virtual elevator panel, the holographic controls projected by a virtual device, or even information engraved on the walls of a virtual environment. The defining characteristic is that these interfaces could be imagined within the reality of the virtual world.

          The advantages:

          • Deep immersion and presence
          • Intuitive and discoverable interaction
          • Narrative integration
          • Improved spatial awareness

          The disadvantages:

           
            • Considerable design and development effort
            • Restrictions on the display of information
            • Accessibility considerations
            • Maintaining consistency across different elements

      • Non-diegetic interfaces (interfaces as overlays or tools): In contrast, non-diegetic interfaces exist outside of the fictional world and act as tools or overlays that provide information and control. They are often presented as 2D panels, menus or HUD elements that float in the user's field of view or are attached to their head. Think of a settings menu that appears when you press a button, a health bar that appears at the bottom of your field of view, or a laser pointer used to interact with distant objects. These interfaces are functional, but should not be perceived as part of the virtual world itself.

        The advantages:

        • Efficient provision of information
        • Established UI conventions
        • Rapid prototype development and implementation
        • Flexibility and scalability

        The disadvantages:

        • Interruption of immersion and presence
        • Cognitive load due to switching
        • Lack of naturalness and embodiment
        • Potential for visual overload and obstruction

      The choice between these approaches, or a combination of both, is a critical design decision that significantly impacts the overall user experience in VR/MR. It affects immersion, intuitiveness, learnability and overall user satisfaction. Designers must carefully consider the pros and cons of each approach in the context of their specific application and target audience.
 
    • Spatial awareness and ergonomics: Designing for VR/MR means taking into account the physical space and limitations of the user. Overly complex movements or interactions that require excessive physical effort can lead to fatigue and discomfort. Designers need to prioritize ergonomics and ensure that users can interact comfortably for extended periods of time, regardless of the interface approach.
 
    • Information architecture in 3D: Displaying information effectively in a 3D environment is a significant challenge. Overloading the field of view or providing too much information at once can be overwhelming, regardless of whether you are using diegetic or non-diegetic interfaces. Designers need to carefully consider how to layer information, utilize spatial cues and direct the user's attention in a natural and intuitive way.
 
    • Onboarding and learning curves: Immersive technologies can be unfamiliar to many users. Effective onboarding experiences are crucial to familiarize them with the new interaction paradigms and the specific interface elements, regardless of whether they are diegetic or non-diegetic. Clear tutorials and intuitive visual cues are essential.
 
    • Coping with potential discomfort: Motion sickness, eye strain and disorientation are potential pitfalls of VR/MR experiences. Interface design, especially the placement and movement of non-diegetic elements, can contribute to these problems if not carefully considered.
 
    • Accessibility and inclusivity: The design for VR/MR must consider users with disabilities. The choice of interface approach can influence accessibility. For example, diegetic interfaces may be more intuitive for some, while non-diegetic panels may be easier for others to read or use with alternative input methods.

 

Target group preferences and considerations for input methods

The choice of input method significantly influences the user experience in XR, and the effectiveness of different interface approaches can vary depending on the input method:

    • 6DoF Controller: Well suited for interacting with both diegetic elements (pressing virtual buttons) and non-diegetic interfaces (pointing and clicking on floating panels). The precision of controllers can be beneficial for both.


 

  • Hand tracking: Excellent for interacting with diegetic interfaces that mimic real-world manipulation. Grasping a virtual lever or pressing a virtual button with your hand feels natural. However, delays and inaccuracies can make interaction with smaller non-diegetic targets difficult.
  • Eye tracking: Can be used to select elements on both diegetic and non-diegetic interfaces. However, the precision limitations for small targets are particularly relevant when interacting with densely packed non-diegetic panels or small diegetic controls.

Best practices for creating captivating VR/MR experiences

With these considerations in mind, here are some best practices for designing effective VR/MR experiences:

  • Apply user-centered design: As with any UX project, understanding your target audience and their needs is paramount. Conduct thorough user research and testing and gather feedback throughout the design process, paying attention to interface preferences.
  • Prioritize natural and intuitive interactions: Use real-world metaphors and design interactions that feel natural and intuitive. Mimicking physical actions, especially with diegetic interfaces and hand tracking where appropriate, can lead to a more seamless experience.
  • Offer several input options: Ideally, XR applications should support multiple input methods (controller, hand tracking, voice) to accommodate different user preferences and the requirements of different tasks, and the interface approach should be compatible with these options.
  • Select interface approaches strategically according to the experience goal:
    • Prioritize diegetic interfaces for deep immersion: If the primary goal is to create a highly immersive and credible experience, prioritize diegetic interfaces for core interactions. Invest in the design and development to make these elements functional and intuitive.
    • Use non-diegetic interfaces for utility and information management: When efficiency in information delivery and access to system-wide controls are paramount, non-diegetic interfaces can be effective. Design them thoughtfully to minimize immersion breaks and potential clutter.
    • Use hybrid approaches for practicability and balance: Often a hybrid approach offers the best balance. Use diegetic elements for interactions directly related to the virtual world objects and non-diegetic panels for additional information or controls that do not fit naturally into the environment. Ensure a clear visual and interaction hierarchy between these elements.
    • Consciously weigh up compromises: Consciously weigh the trade-offs between immersion and information density, naturalness and efficiency when choosing an interface approach for specific tasks.
  • Test both approaches comprehensively: Prototype and test both diegetic and non-diegetic interface elements with your target group for specific tasks. Pay close attention to user feedback on intuitiveness, usability, immersion effect and information accessibility.
  • Maintain consistency: Regardless of the approach (or combination thereof), strive for consistency in visual design, interaction patterns and feedback mechanisms across all interface elements.
  • Optimize for the input method: Consider how different input methods (controller, hand tracking, eye tracking) interact with both diegetic and non-diegetic interfaces. Design interfaces that are operable and comfortable with the intended input methods. For example, ensure that the touch targets on non-diegetic panels are large enough for reliable hand-tracking input.
  • Create a clear visual hierarchy: Whether diegetic or non-diegetic, ensure a clear visual hierarchy to direct the user's attention and make interactive elements and important information easily recognizable.
  • Minimize overloading: Especially with non-diegetic interfaces, avoid overwhelming the user with too much information or too many panels at the same time. Consider the gradual disclosure of information as required.
  • Consider ergonomics and comfort: Ensure that interaction with both types of interfaces is comfortable and does not require excessive physical effort. For example, avoid placing frequently used non-diegetic panels in awkward positions that require constant head turning.
  • Quickly iterate and create prototypes: VR/MR design is highly iterative. Create prototypes early and often to test your ideas in the target environment and gather valuable feedback on the usability of the interface.
  • Pay attention to performance and stability: Lags and performance issues can quickly destroy immersion and make interacting with interfaces frustrating, regardless of the approach.
  • Working together across disciplines: Successful VR/MR experiences require close collaboration between designers, developers, artists and sound designers to ensure seamless interface integration.
  • Provide clear onboarding and tutorials: Explain clearly how to interact with both diegetic and non-diegetic interface elements within the experience.
  • Provide clear visual and haptic feedback: Reinforce the sense of physicality for diegetic interactions and provide clear feedback for selections on non-diegetic panels.
  • Continuously learn and adapt: Stay up to date with the latest interface design patterns and best practices for VR/MR.
clarence dadson

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Clarence Dadson CEO Design4real