recording of Tilt Brush
Bumping the ends of the controllers together switches the controls from one hand to the other.
Bumping the ends of the controllers together switches the controls from one hand to the other.
In a game of poker, when a user leaves the table to interact or steal from the other users, they instantly disappear and see only in black and white until they return to their seat at the table.
See the full talk by Robbie and others from Google’s Daydream design team to learn more insights about their design process.
Including simple simulated humanistic features, such as eyes that look around and blink, can easily make an avatar a lot more real and easier to connect with in a social context.
See the full talk by Robbie and others from Google’s Daydream design team to learn more insights about their design process.
Using positive feedback to amplify and encourage certain social interactions making them more delightful.
See the full talk by Robbie and others from Google’s Daydream design team to learn more insights about their design process.
A parallax hover effect for Google’s material design in VR.
See the full talk by Michael and others from Google’s Daydream design team to learn more insights about their design process.
When using the locomotion method of pulling or dragging an avatar through space, cone dragging is a correction trick that moves users vertically in space based on where they’re pulling themselves towards, in order to avoid running into buildings or mountains.
See the full talk by Google’s Adam Glazier, Nadav Ashkenazi, and Per Karlsson on the UX design behind Google Earth VR at the 2017 VRDC session.
A method of flying where the user’s virtual size is constantly being scaled based on where the floor is beneath them. This allows users to feel constantly grounded so they can walk around via room-scale locomotion whenever they want.
See the full talk by Google’s Adam Glazier, Nadav Ashkenazi, and Per Karlsson on the UX design behind Google Earth VR at the 2017 VRDC session.