Rectangular gain walking

Designed to allow users to naturally walk continuously around a large object (car) that is bigger than their tracked play area. In this method, users can see visual cues on the floor at the edge of their play area (the red areas) which, when stood on, movements become exaggerated by the play area (the grey box) also moving virtually in that direction.

Strengths:

A rare locomotion method that does not require any use of a controller

A very natural and intuitive way to explore

Dramatically reduces the possibility of any simulation sickness

Weaknesses

Can be inaccessible for those in smaller play areas or those who are playing from a seated position.

For More Info

At the 2016 Vision Summit, UX designer Daniel Sproll and developer Diego Montoya from Re’flekt shared their iterative design process behind Audi’s VR retail experience. In their talk, they share lots of their experimentations and learning outcomes. Watch it HERE.