Contents:

Everything is Interactive

Picking Up Objects

Feedback Details

Facilitating Interactions

Make Everything Interactive

One of the most effective ways of creating an immersive and delightful experience is allowing the user to have the freedom to interact with all the details of a scene and feel truly present in the VR experience.

Here are some examples:

Environment objects

Cloudhead Games invested heavily in designing for all the different ways users might interact with the objects and environments, resulting in a very immersive experience.

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Picking Up Objects

There are different ways of visualizing and allowing a user to pick up objects in VR. Areas of consideration:

  • How does picking up an object change the way the hands or controllers are visualized during the pickup?
  • What happens when an object a user is trying to pick up is out of reach?

Here are some examples:

Force pickup

When a user faces and reaches forward toward a distant object, a highlight stroke appears around the object making it available for the user to pickup from a distance.

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Distance object manipulation

With the limitations of Daydream VR's 3DOF controller, this flexible pointer allows users to manipulate objects from a distance, enabling a greater freedom of interactions similar to what users can achieve with a 6DOF controller.

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Feedback Details

The feedback details of sound, physics, and other visual effects can bring a lot of delight to a user’s experience with interacting with objects.

Here are some examples:

Mask physics

Realistic interactive soft fabric physics.

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Facilitating Interactions

Precise interactions and tasks can sometimes be difficult or tedious to perform for users. Consider ways that you might be able help and facilitate these interactions to create a more enjoyable experience.

Here are some examples:

Two-handed gun grip

recorded by Node of Boneworks by Stress Level Zero

Depending on the type of gun a user is holding, when their other hand is brought to a certain proximity of the gun, the digital representation of the hand automatically snaps into a two-handed gun grip position. At this holding position, the experience is also designed to minimize recoil and improve aiming.

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