{"id":8574,"date":"2023-06-20T14:44:29","date_gmt":"2023-06-20T14:44:29","guid":{"rendered":"https:\/\/www.uxdesigninstitute.com\/blog\/?p=8574"},"modified":"2024-10-23T10:16:50","modified_gmt":"2024-10-23T10:16:50","slug":"ux-for-vr","status":"publish","type":"post","link":"https:\/\/www.uxdesigninstitute.com\/blog\/ux-for-vr\/","title":{"rendered":"UX Design for VR (Virtual Reality): Creating Immersive User Experiences"},"content":{"rendered":"<p><span style=\"font-weight: 400;\">When we think of UX, we\u2019re most likely thinking of a design for computer and mobile phone screens; 2-dimensional spaces where swiping and clicking gets the job done. But, with new technology, this is just one of many possibilities.\u00a0<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Now, there\u2019s also UX design for virtual reality(VR), a fully immersive 3-dimensional experience where you can experience things like sight, sound, touch, and depth. While in the past this was just a pipe dream, today there are real companies working on VR applications for both the masses (e.g. games) and for more specific interests (like medical schools).\u00a0<\/span><\/p>\n<p><span style=\"font-weight: 400;\">When designing for VR, the same goal applies: to provide a seamless, delightful user experience. However, creating these experiences requires some new approaches and considerations.\u00a0<\/span><\/p>\n<p><span style=\"font-weight: 400;\">In this guide, we explore the fascinating world of UX for VR. Here\u2019s what we\u2019ll cover:<\/span><span style=\"font-weight: 400;\"><br \/>\n<\/span><\/p>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><a href=\"#what-exactly-is-vr\"><span style=\"font-weight: 400;\">What exactly is VR?<\/span><\/a><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><a href=\"#what-does-it-mean-to-design-user-experiences-for-virtual-reality\"><span style=\"font-weight: 400;\">What does it mean to design user experiences for virtual reality?\u00a0<\/span><\/a><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><a href=\"#how-to-create-immersive-user-experiences\"><span style=\"font-weight: 400;\">How to create immersive user experiences: Getting started with UX for VR<\/span><\/a><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><a href=\"#ux-design-for-virtual-reality-best-practices\"><span style=\"font-weight: 400;\">UX design for virtual reality: Best practices and considerations<\/span><\/a><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><a href=\"#ux-design-for-virtual-reality-key-takeaways\"><span style=\"font-weight: 400;\">UX design for virtual reality: Key takeaways<\/span><\/a><\/li>\n<\/ul>\n<p><span style=\"font-weight: 400;\">First things first\u2014what does virtual reality actually mean?<\/span><\/p>\n<section id=\"promotion\" class=\"promotion-content-raw inlinepromo inlinepromo_free-course-introduction-to-ux-designp-1 my-4\" style=\"\">\n\t<div class=\"w-container\">\n\t\t<div class=\"row align-items-center\">\n\t\t\t<div class=\"col-md-12 promotion-info\">\n                <a class=\"link-content\" href=\"https:\/\/www.uxdesigninstitute.com\/courses\/free-ux-design-course\/?utm_source=blog&utm_medium=blog_panel_text&utm_campaign=blog_promo\" style=\"\">\n                    <p>[FREE UX DESIGN COURSE]<\/p>\n                    <span>Click Here to Dive into the World of UX<\/span>\n                <\/a>\n\t\t\t<\/div>\n\t\t<\/div>\n\t<\/div>\n<\/section>\n\n<h2><strong><a id=\"what-exactly-is-vr\"><\/a>What exactly is VR?<\/strong><\/h2>\n<p><span style=\"font-weight: 400;\">VR has been described in many different ways. But, from a UX perspective, you can think of it as a totally immersive experience where real life is replaced by virtual life. In other words, the real stimuli we\u2019re used to are replaced by virtual stimuli. Once you\u2019re in VR, you can end up anywhere\u2014from a council of brontosauri to running away from the abominable snowman. Anything you can imagine and design is a possibility in VR.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">There are several companies, like Oculus and HTC, that have already created their own VR headsets that are available for anyone to buy. And Meta, the parent company of Facebook, is making a bold gamble on the <\/span><a href=\"https:\/\/www.uxdesigninstitute.com\/blog\/the-ux-of-vr\/\"><span style=\"font-weight: 400;\">future of VR technology<\/span><\/a><span style=\"font-weight: 400;\">.\u00a0<\/span><\/p>\n<p><span style=\"font-weight: 400;\">As VR devices become more accessible, it\u2019s safe to say that VR is on the rise. So what does this mean for UX? Let\u2019s take a look.\u00a0<\/span><\/p>\n<h2><strong><a id=\"what-does-it-mean-to-design-user-experiences-for-virtual-reality\"><\/a>How UX design applies to VR<\/strong><\/h2>\n<p><span style=\"font-weight: 400;\">In reality, UX design applies to VR in pretty much the same way it applies to every other kind of design, from desktop to mobile to any other kind of device. While you might get caught up in the bells and whistles of VR, many of the <\/span><a href=\"https:\/\/www.uxdesigninstitute.com\/blog\/ux-design-principles\/\"><span style=\"font-weight: 400;\">fundamental principles of UX design<\/span><\/a><span style=\"font-weight: 400;\"> remain the same\u2014especially those relating to accessibility, context, user-centricity, and usability.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Much of the <\/span><a href=\"https:\/\/www.uxdesigninstitute.com\/blog\/ux-design-process\/\"><span style=\"font-weight: 400;\">UX design process<\/span><\/a><span style=\"font-weight: 400;\"> as we know it also carries over to designing for VR\u2014from conducting thorough <\/span><a href=\"https:\/\/www.uxdesigninstitute.com\/blog\/user-research-in-ux-design\/\"><span style=\"font-weight: 400;\">user research<\/span><\/a><span style=\"font-weight: 400;\">, prototyping and testing, and ultimately designing the best possible user experience.\u00a0<\/span><\/p>\n<p><span style=\"font-weight: 400;\">But, once you drill down to the specifics of the experience, you\u2019ll start to apply the specific principles of UX for VR and, in particular, spatial interaction design.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">According to <\/span><a href=\"https:\/\/uxdesign.cc\/how-to-get-started-with-vr-design-in-2022-f496e8236453\" target=\"_blank\" rel=\"noopener\"><span style=\"font-weight: 400;\">Leon Zhang writing for UX Collective<\/span><\/a><span style=\"font-weight: 400;\">, spatial interaction design in the VR world is how the world really functions. In other words, users don\u2019t need to learn to sit on a chair or grab a sword; they already know from experience. UX designers just have to replicate that experience\u2026 except there are many examples where users actually want something different than reality.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Zhang gives the example of swinging a sword. While originally the team for Sword Reverie, an anime, fantasy game in VR, obeyed the laws of physics, which delayed the sword when the user swung it, they realised that the swing felt slow. That\u2019s when they realised \u201creal physics was not [their] goal.\u201d Instead they wanted to \u201cmake the physics feel good.\u201d So they changed the design so that the sword is delayed before the player swings, making the sword feel heavier before the user swings but lighter and faster when they swing.<\/span><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-8575\" src=\"https:\/\/www.uxdesigninstitute.com\/blog\/wp-content\/uploads\/2023\/06\/Screenshot-2023-06-20-at-15.25.24-1-1-1.png\" alt=\"UX for virtual reality example\" width=\"1214\" height=\"738\" title=\"\"><\/p>\n<p><span style=\"font-weight: 400;\">Source: <\/span><a href=\"https:\/\/uxdesign.cc\/how-to-get-started-with-vr-design-in-2022-f496e8236453\" target=\"_blank\" rel=\"noopener\"><span style=\"font-weight: 400;\">UX Collective<\/span><\/a><span style=\"font-weight: 400;\">.\u00a0<\/span><\/p>\n<p><span style=\"font-weight: 400;\">There are many examples like this in VR design, from \u201chow does a player experience space?\u201d to \u201chow do they know they can pick something up?\u201d These may deviate from reality to make the experience smoother or more fun. Solving these problems is the real fun of VR.<\/span><\/p>\n<h2><strong><a id=\"how-to-create-immersive-user-experiences\"><\/a>How to create immersive user experiences: Getting started with UX for VR<\/strong><\/h2>\n<p><span style=\"font-weight: 400;\">As you get started with UX for VR, there are several considerations to keep in mind. These include:<\/span><\/p>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Multimodal inputs<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Range of user\u2019s view<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Ergonomics<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Avoiding sudden elements<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Avoiding simulator sickness<\/span><\/li>\n<\/ul>\n<p><span style=\"font-weight: 400;\">Let\u2019s explore these in more detail.\u00a0<\/span><\/p>\n<h3><strong>Multimodal inputs\u00a0<\/strong><\/h3>\n<p><span style=\"font-weight: 400;\">While traditional UX is built for input that comes from a mouse or touch, inputs for VR can come from many sources, such as head gestures, arm or finger gesture controls, or speech commands. This is a fundamental difference in the way users make selections, making it critical that UX designers account for this different way of making choices.<\/span><\/p>\n<h3><strong>Range of user\u2019s view<\/strong><\/h3>\n<p><span style=\"font-weight: 400;\">The traditional user experience is bound up in the device. The UX can\u2019t go beyond the boundaries of the screen, whether that\u2019s a mobile phone or a large desktop. In VR, however, the user sees no screen. Instead, the display is the entire range of view. This is usually a 120 degree radius with visual limits within a 200 degree radius. UX designers should make sure the whole range of vision is covered, even if some users don\u2019t see certain things due to nearsightedness or other visual impairments.<\/span><\/p>\n<h3><strong>Ergonomics<\/strong><\/h3>\n<p><span style=\"font-weight: 400;\">Unlike a traditional user experience where you have to move a cursor, in VR you have to move your body. And, if you have to move too much or too frequently, it can cause discomfort.\u00a0 UX designers need to ensure that their design doesn\u2019t require users to rotate or select things so much that it causes fatigue or discomfort. Place buttons and other aspects of the design that users will need to touch or interact with within the user\u2019s comfortable range of vision and\/or range of motion.<\/span><\/p>\n<h3><strong>Avoid sudden elements\u00a0<\/strong><\/h3>\n<p><span style=\"font-weight: 400;\">Sudden elements, such as going from a dark scene to a light scene or seeing fast-moving objects, are bound to cause discomfort and confuse users. Be sure to introduce elements gradually instead of abruptly, considering the proximity of the user\u2019s eyes to the screen.<\/span><\/p>\n\n<h3><strong>Avoiding simulator sickness<\/strong><\/h3>\n<p><span style=\"font-weight: 400;\">VR introduces a whole new way of interacting, but it can lead to mismatches between physical and visual motion cues. This can lead to nausea or your eyes thinking that you\u2019re moving when your body doesn\u2019t. In order to avoid simulator sickness, you need to understand the physiological context of the design.<\/span><\/p>\n<h2><strong><a id=\"ux-design-for-virtual-reality-best-practices\"><\/a>UX for VR: Best practices and considerations<\/strong><\/h2>\n<p><span style=\"font-weight: 400;\">When designing for VR, there are several heuristics UX designers should take account of, according to <\/span><a href=\"https:\/\/userpeek.com\/blog\/applying-ux-in-vr-virtual-reality\/\" target=\"_blank\" rel=\"noopener\"><span style=\"font-weight: 400;\">UserPeek<\/span><\/a><span style=\"font-weight: 400;\">. These include:<\/span><\/p>\n<h3><strong>Honesty<\/strong><\/h3>\n<p><span style=\"font-weight: 400;\">Users are always allowed freedom of choice, safety, identity, and privacy and have no concern about coercion or deception.<\/span><\/p>\n<h3><strong>Inclusivity<\/strong><\/h3>\n<p><span style=\"font-weight: 400;\">VR experiences should be designed for everyone but not with one user in mind. Instead, the VR should vary based on the user\u2019s physicality.\u00a0<\/span><\/p>\n<h3><strong>Virtual and Physical Safety<\/strong><\/h3>\n<p><span style=\"font-weight: 400;\">The VR experience is designed to keep everybody safe. That includes the user interacting with VR, anyone who is nearby but not interacting with VR, and the surrounding environment. This includes avoiding overexposure to VR, which can negatively impact the user\u2019s physical safety.<\/span><\/p>\n<h3><strong>Comprehension\u00a0<\/strong><\/h3>\n<p><span style=\"font-weight: 400;\">Users need to experience helpful guidance in a VR that helps them understand the whole idea of this new environment. At the same time, they need to feel in control, so make sure to not over-explain to them but keep instructions easily accessible.<\/span><\/p>\n<h3><strong>Interactivity<\/strong><\/h3>\n<p><span style=\"font-weight: 400;\">Users aren\u2019t passive observers in VR. They need to be able to interact with the environment by moving and shaping it.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Following these heuristics will ensure you get in the right headspace to design for VR while still maintaining best UX practices.<\/span><\/p>\n<h2><strong><a id=\"ux-design-for-virtual-reality-best-practices\"><\/a>UX for VR: Key takeaways<\/strong><\/h2>\n<p><span style=\"font-weight: 400;\">In this post, we introduced the exciting world of UX for VR and outlined some best practices and practical tips to help you navigate it. To sum up:<\/span><span style=\"font-weight: 400;\"><br \/>\n<\/span><\/p>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">VR replaces real life with virtual life and, as a result, anything you can imagine is a possibility in VR.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">In many ways, UX design for VR is very similar to other types of design; it still requires the same basic steps in terms of research and design.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Spatial interaction design is often just like real life\u2026 except there are scenarios which may deviate from reality to create a more seamless or exciting experience, for e.g. swinging a sword.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">To create immersive user experiences, there are a variety of things you need to consider, including the multimodal input, range of user\u2019s view, ergonomics, and avoiding sudden elements and simulator sickness.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Best practices for UX design in VR include honesty, inclusivity, virtual and physical safety, comprehension, and interactivity.<\/span><\/li>\n<\/ul>\n<p><span style=\"font-weight: 400;\">Want to learn more about how new technology is shaping the UX landscape? Check out <\/span><a href=\"https:\/\/www.uxdesigninstitute.com\/blog\/how-ai-will-impact-ux-design\/\"><span style=\"font-weight: 400;\">this interview with Nick Babich<\/span><\/a><span style=\"font-weight: 400;\">, Principal UX Designer at Brain Technologies, discussing the impact of AI on UX design.<\/span><\/p>\n","protected":false},"excerpt":{"rendered":"<p>When we think of UX, we\u2019re most likely thinking of a design for computer and mobile phone screens; 2-dimensional spaces where swiping and clicking gets the job done. But, with new technology, this is just one of many possibilities.\u00a0 Now, there\u2019s also UX design for virtual reality(VR), a fully immersive 3-dimensional experience where you can [&hellip;]<\/p>\n","protected":false},"author":35,"featured_media":11259,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"content-type":"","footnotes":""},"categories":[278,279],"tags":[361,360],"class_list":["post-8574","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-design","category-ux-explained","tag-virtual-reality","tag-vr"],"_links":{"self":[{"href":"https:\/\/www.uxdesigninstitute.com\/blog\/wp-json\/wp\/v2\/posts\/8574","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.uxdesigninstitute.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.uxdesigninstitute.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.uxdesigninstitute.com\/blog\/wp-json\/wp\/v2\/users\/35"}],"replies":[{"embeddable":true,"href":"https:\/\/www.uxdesigninstitute.com\/blog\/wp-json\/wp\/v2\/comments?post=8574"}],"version-history":[{"count":6,"href":"https:\/\/www.uxdesigninstitute.com\/blog\/wp-json\/wp\/v2\/posts\/8574\/revisions"}],"predecessor-version":[{"id":8582,"href":"https:\/\/www.uxdesigninstitute.com\/blog\/wp-json\/wp\/v2\/posts\/8574\/revisions\/8582"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.uxdesigninstitute.com\/blog\/wp-json\/wp\/v2\/media\/11259"}],"wp:attachment":[{"href":"https:\/\/www.uxdesigninstitute.com\/blog\/wp-json\/wp\/v2\/media?parent=8574"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.uxdesigninstitute.com\/blog\/wp-json\/wp\/v2\/categories?post=8574"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.uxdesigninstitute.com\/blog\/wp-json\/wp\/v2\/tags?post=8574"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}