{"id":4353,"date":"2016-11-08T14:16:23","date_gmt":"2016-11-08T14:16:23","guid":{"rendered":"https:\/\/marvel7077.wpengine.com\/?p=4353"},"modified":"2020-09-22T09:15:21","modified_gmt":"2020-09-22T08:15:21","slug":"design-practices-virtual-reality","status":"publish","type":"post","link":"https:\/\/shopjessicabuckley.com\/blog\/design-practices-virtual-reality\/","title":{"rendered":"Design Practices in Virtual Reality"},"content":{"rendered":"<p class=\"pageWrap pageWrap--s marginBottom-m paddingBottom-s c-slate lineHeight-l fontSize-l fontWeight-3 breakPointM-fontSize-xl breakPointM-lineHeight-xl\">The technology of <a class=\"link link--blue fontWeight-4\"href=\"https:\/\/shopjessicabuckley.com\/blog\/designing-vr-beginners-guide\/\">virtual reality (VR)<\/a> has been gaining traction, however there is an absence of methods and best practices when designing for it. In my bachelor\u2019s project I am focusing on the user interface (UI) and user experience (UX) opportunities and problems created by the technology of virtual reality.<\/p>\n<p class=\"pageWrap pageWrap--s marginBottom-m paddingBottom-s c-slate lineHeight-l fontSize-l fontWeight-3 breakPointM-fontSize-xl breakPointM-lineHeight-xl\">Historically digital interfaces, have been crafted to suit the hardware requirements of 2D screens. Designers have been fitting content and navigation inside the frames of displays, translating our real world experiences to icons and other UI elements (Bill Moggridge, 2007). Bloating the virtual environment with 2D elements ruins the immersion that VR offers. Designing for VR should not mean transferring 2D practices to 3D, but finding a new paradigm.<\/p>\n<blockquote class=\"pageWrap pageWrap--s position-relative marginTopBottom-l breakPointM-marginTopBottom-xl\"><div class=\"blog-quote-before position-absolute bg-marvel\"><\/div><div class=\"tweet-quote blog-quote-after position-absolute bg-marvel cursor-pointer transitionDuration-l transitionProperty-all transitionTimingFunction-cv-easeOutCircular scaleUp--hover zi-weak\"><svg class=\"fill-white opacity-0 pointerEvents-none position-absolute pinCenter transitionProperty-all transitionTimingFunction-easeInOut\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" width=\"24\" height=\"20\" viewBox=\"0 0 24 20\"><path d=\"M24,2.37a9.64,9.64,0,0,1-2.83.79A5,5,0,0,0,23.34.37a9.72,9.72,0,0,1-3.13,1.23A4.86,4.86,0,0,0,16.62,0a5,5,0,0,0-4.8,6.2A13.87,13.87,0,0,1,1.67.92,5.13,5.13,0,0,0,3.19,7.67,4.81,4.81,0,0,1,1,7a5,5,0,0,0,3.95,5,4.82,4.82,0,0,1-2.22.09,4.94,4.94,0,0,0,4.6,3.51A9.72,9.72,0,0,1,0,17.73,13.69,13.69,0,0,0,7.55,20c9.14,0,14.31-7.92,14-15A10.17,10.17,0,0,0,24,2.37Z\"\/><\/svg><\/div><p class=\"blog-quote position-relative textAlign-center c-marvel\"><span class=\"blog-quote-text transitionDuration-l transitionProperty-all transitionTimingFunction-easeInOut\">\"Designing for VR should not mean transferring 2D practices to 3D, but finding a new paradigm.\"<\/p><\/span><\/blockquote>\n<p class=\"pageWrap pageWrap--s marginBottom-m paddingBottom-s c-slate lineHeight-l fontSize-l fontWeight-3 breakPointM-fontSize-xl breakPointM-lineHeight-xl\">The foundation of my research is based on the literature exploring human perception and environment, such as <a class=\"link link--blue fontWeight-4\"href=\"https:\/\/www.amazon.com\/Ecological-Approach-Visual-Perception-Psychology\/dp\/1848725787\" target=\"_blank\" rel=\"noopener noreferrer\">The Ecological Approach to Visual Perception<\/a> by James J. Gibson, <a class=\"link link--blue fontWeight-4\"href=\"https:\/\/www.amazon.com\/Inquiry-Design-Environment-Neuroscience-Architecture\/dp\/0393731847\" target=\"_blank\" rel=\"noopener noreferrer\">Inquiry by Design<\/a> by John Zeisel or <a class=\"link link--blue fontWeight-4\"href=\"https:\/\/www.amazon.com\/Poetics-Space-Gaston-Bachelard\/dp\/0807064734\" target=\"_blank\" rel=\"noopener noreferrer\">The Poetics of Space<\/a> by Gaston Bachelard. Although the core literature of environmental psychology was written in the 70\u2019s, the knowledge is entirely applicable to virtual reality.<\/p>\n<p class=\"pageWrap pageWrap--s marginBottom-m paddingBottom-s c-slate lineHeight-l fontSize-l fontWeight-3 breakPointM-fontSize-xl breakPointM-lineHeight-xl\">Designers should expand their expertise to different fields, such as psychology, architecture, sound design, lighting design and physics, in order to be able to create fully controlled experiences, guiding users in VR by shaping the virtual environment in such way.<\/p>\n<p class=\"pageWrap pageWrap--s marginBottom-m paddingBottom-s c-slate lineHeight-l fontSize-l fontWeight-3 breakPointM-fontSize-xl breakPointM-lineHeight-xl\">In my project I am designing and developing a single VR experience, proposing solutions to these problems within a neutral virtual environment in the form of use cases (in a similar manner to Google in their <a class=\"link link--blue fontWeight-4\"href=\"https:\/\/play.google.com\/store\/apps\/details?id=com.google.vr.cardboard.apps.designlab&amp;hl=en\" target=\"_blank\" rel=\"noopener noreferrer\">Cardboard Design Lab app<\/a>).<\/p>\n<p class=\"pageWrap pageWrap--s marginBottom-m paddingBottom-s c-slate lineHeight-l fontSize-l fontWeight-3 breakPointM-fontSize-xl breakPointM-lineHeight-xl\">The following use cases cover only a portion of the wide variety of new interactions and solutions VR offers. The simultaneously emerging technology of mixed reality (MR) will also open up new possibilities. Although there are overlaps in terms of UI and UX design between VR and MR, each of these technologies demand fresh approaches from designers.<\/p>\n<p class=\"pageWrap pageWrap--s marginBottom-m paddingBottom-s c-slate lineHeight-l fontSize-l fontWeight-3 breakPointM-fontSize-xl breakPointM-lineHeight-xl\">The future of this medium depends on the content created for it. Most of the current VR experiences are bare simulations of real life, but after the dust settles from the boom of the new technology, content will adapt to the specifications of the medium. This upcoming phase will again require new design solutions, but for now we need to focus on creating firm foundations to build upon.<\/p>\n<blockquote class=\"pageWrap pageWrap--s position-relative marginTopBottom-l breakPointM-marginTopBottom-xl\"><div class=\"blog-quote-before position-absolute bg-marvel\"><\/div><div class=\"tweet-quote blog-quote-after position-absolute bg-marvel cursor-pointer transitionDuration-l transitionProperty-all transitionTimingFunction-cv-easeOutCircular scaleUp--hover zi-weak\"><svg class=\"fill-white opacity-0 pointerEvents-none position-absolute pinCenter transitionProperty-all transitionTimingFunction-easeInOut\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" width=\"24\" height=\"20\" viewBox=\"0 0 24 20\"><path d=\"M24,2.37a9.64,9.64,0,0,1-2.83.79A5,5,0,0,0,23.34.37a9.72,9.72,0,0,1-3.13,1.23A4.86,4.86,0,0,0,16.62,0a5,5,0,0,0-4.8,6.2A13.87,13.87,0,0,1,1.67.92,5.13,5.13,0,0,0,3.19,7.67,4.81,4.81,0,0,1,1,7a5,5,0,0,0,3.95,5,4.82,4.82,0,0,1-2.22.09,4.94,4.94,0,0,0,4.6,3.51A9.72,9.72,0,0,1,0,17.73,13.69,13.69,0,0,0,7.55,20c9.14,0,14.31-7.92,14-15A10.17,10.17,0,0,0,24,2.37Z\"\/><\/svg><\/div><p class=\"blog-quote position-relative textAlign-center c-marvel\"><span class=\"blog-quote-text transitionDuration-l transitionProperty-all transitionTimingFunction-easeInOut\">\"The future of this medium depends on the content created for it.\"<\/p><\/span><\/blockquote>\n<h2 class=\"pageWrap pageWrap--s marginTop-xl marginBottom-l c-black lineHeight-xl fontSize-xl fontWeight-5 breakPointM-lineHeight-xxl breakPointM-fontSize-xxl\" style=\"margin-left: auto; margin-right: auto;\">Design solutions for VR<\/h2>\n<h3 class=\"pageWrap pageWrap--s marginTop-l marginBottom-m c-black lineHeight-xl fontSize-xl fontWeight-5\">Role of the ground<\/h3>\n<p class=\"pageWrap pageWrap--s marginBottom-m paddingBottom-s c-slate lineHeight-l fontSize-l fontWeight-3 breakPointM-fontSize-xl breakPointM-lineHeight-xl\">\u201cWhen a pilot is in the clouds there is nothing to see outside the plane, and it can be very disorienting. When the pilot comes out of the clouds and sees the ground and sky meeting at the horizon, the pilot can orient\u201d (James J. Gibson, 2015, p. 19). Users can find themselves in such situation in poorly designed VR experiences, causing inevitable motion sickness. The ground to horizon relationship is as important in VR as in our physical reality.<\/p>\n<p class=\"pageWrap pageWrap--s marginBottom-m paddingBottom-s c-slate lineHeight-l fontSize-l fontWeight-3 breakPointM-fontSize-xl breakPointM-lineHeight-xl\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-4355\" src=\"https:\/\/marvel7077.wpengine.com\/wp-content\/uploads\/2016\/11\/Ground-to-horizon-relationship.png\" alt=\"ground-to-horizon-relationship\" width=\"800\" height=\"600\" srcset=\"https:\/\/shopjessicabuckley.com\/wp-content\/uploads\/2016\/11\/Ground-to-horizon-relationship.png 800w, https:\/\/shopjessicabuckley.com\/wp-content\/uploads\/2016\/11\/Ground-to-horizon-relationship-600x450.png 600w, https:\/\/shopjessicabuckley.com\/wp-content\/uploads\/2016\/11\/Ground-to-horizon-relationship-768x576.png 768w\" sizes=\"auto, (max-width: 800px) 100vw, 800px\" \/><\/p>\n<h3 class=\"pageWrap pageWrap--s marginTop-l marginBottom-m c-black lineHeight-xl fontSize-xl fontWeight-5\">Atmosphere<\/h3>\n<p class=\"pageWrap pageWrap--s marginBottom-m paddingBottom-s c-slate lineHeight-l fontSize-l fontWeight-3 breakPointM-fontSize-xl breakPointM-lineHeight-xl\">Atmospheric (aerial) perspective can help users to understand the scale of the virtual environment, therefore making the experience more natural. The concept of this phenomenon is simple: \u201cThe farther away an object is, the more air and particles we have to look trough, making objects that are farther away look less sharp and bluer than close objects\u201d (E. Bruce Goldstein, 2013, p. 230). This gradual fading of the landscape is a clear cue for depth and distance.<\/p>\n<div id=\"attachment_4357\" style=\"width: 810px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-4357\" class=\"size-full wp-image-4357\" src=\"https:\/\/marvel7077.wpengine.com\/wp-content\/uploads\/2016\/11\/Atmospheric-Perspective.jpeg\" alt=\"atmospheric-perspective\" width=\"800\" height=\"355\" srcset=\"https:\/\/shopjessicabuckley.com\/wp-content\/uploads\/2016\/11\/Atmospheric-Perspective.jpeg 800w, https:\/\/shopjessicabuckley.com\/wp-content\/uploads\/2016\/11\/Atmospheric-Perspective-600x266.jpeg 600w, https:\/\/shopjessicabuckley.com\/wp-content\/uploads\/2016\/11\/Atmospheric-Perspective-768x341.jpeg 768w\" sizes=\"auto, (max-width: 800px) 100vw, 800px\" \/><p id=\"caption-attachment-4357\" class=\"wp-caption-text\">Masaccio using atmospheric perspective in order to create the illusion of depth.<\/p><\/div>\n<h3 class=\"pageWrap pageWrap--s marginTop-l marginBottom-m c-black lineHeight-xl fontSize-xl fontWeight-5\">Terrain features<\/h3>\n<p class=\"pageWrap pageWrap--s marginBottom-m paddingBottom-s c-slate lineHeight-l fontSize-l fontWeight-3 breakPointM-fontSize-xl breakPointM-lineHeight-xl\">James J. Gibson in his book The <a class=\"link link--blue fontWeight-4\"href=\"https:\/\/www.amazon.com\/Ecological-Approach-Visual-Perception-Psychology\/dp\/1848725787\" target=\"_blank\" rel=\"noopener noreferrer\">Ecological Approach to Visual Perception<\/a> (p. 62) breaks down terrain features into 8 main categories.<\/p>\n<ul class=\"pageWrap pageWrap--s list list--unordered marginBottom-l lineHeight-l fontSize-l fontWeight-3 breakPointM-fontSize-xl breakPointM-lineHeight-xl\">\n<li>Ground is rarely an open environment. It is usually cluttered. Open environments allow locomotion to any direction over the ground, whereas a cluttered environment allows locomotion only at <em>openings<\/em>.<\/li>\n<li>A <em>path<\/em> affords pedestrian motion from one place to another, between other terrain features.<\/li>\n<li>An <em>obstacle<\/em> is an animal-sized object that affords collision.<\/li>\n<li>A <em>barrier<\/em> is a specific kind of obstacle that is usually blocking vision as well as movement.<\/li>\n<li>A <em>water<\/em> margin prevents pedestrian locomotion.<\/li>\n<li>A <em>brink<\/em>, the edge of a cliff. The limit of approach. It is danger zone, pedestrian animals avoid these places.<\/li>\n<li>A <em>step<\/em> is a layout of adjacent steps which afford both descent or ascent.<\/li>\n<li>A <em>slope<\/em> may or may not afford pedestrian locomotion dependent on the angle and texture of the ground.<\/li>\n<\/ul>\n<div id=\"attachment_4358\" style=\"width: 1410px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-4358\" class=\"size-full wp-image-4358\" src=\"https:\/\/marvel7077.wpengine.com\/wp-content\/uploads\/2016\/11\/Terrain-Features.png\" alt=\"terrain-features\" width=\"1400\" height=\"600\" srcset=\"https:\/\/shopjessicabuckley.com\/wp-content\/uploads\/2016\/11\/Terrain-Features.png 1400w, https:\/\/shopjessicabuckley.com\/wp-content\/uploads\/2016\/11\/Terrain-Features-600x257.png 600w, https:\/\/shopjessicabuckley.com\/wp-content\/uploads\/2016\/11\/Terrain-Features-768x329.png 768w\" sizes=\"auto, (max-width: 1400px) 100vw, 1400px\" \/><p id=\"caption-attachment-4358\" class=\"wp-caption-text\">Terrain features: opening, path, obstacle, barrier, water margin, brink, step and slope.<\/p><\/div>\n<p class=\"pageWrap pageWrap--s marginBottom-m paddingBottom-s c-slate lineHeight-l fontSize-l fontWeight-3 breakPointM-fontSize-xl breakPointM-lineHeight-xl\">Using these features in a controlled manner, as the building blocks when designing the virtual environment, will result in (natural) VR experiences guided by human intuition.<\/p>\n<h3 class=\"pageWrap pageWrap--s marginTop-l marginBottom-m c-black lineHeight-xl fontSize-xl fontWeight-5\">Introducing the user to the environment via soundscapes<\/h3>\n<p class=\"pageWrap pageWrap--s marginBottom-m paddingBottom-s c-slate lineHeight-l fontSize-l fontWeight-3 breakPointM-fontSize-xl breakPointM-lineHeight-xl\">In virtual reality changing the environment entirely is effortless, although for the user these sudden and overwhelming changes can cause sickness and confusion. A gentle introduction to the new environment can be achieved by fading-in the ambient soundscape of the place at first, then the image. This allows to build a mental image of the environment via sound, lowering the shock factor.<\/p>\n<p class=\"pageWrap pageWrap--s marginBottom-m paddingBottom-s c-slate lineHeight-l fontSize-l fontWeight-3 breakPointM-fontSize-xl breakPointM-lineHeight-xl\"><a class=\"link link--blue fontWeight-4\"href=\"https:\/\/vimeo.com\/138951063\">https:\/\/vimeo.com\/138951063<\/a><\/p>\n<p class=\"pageWrap pageWrap--s marginBottom-m paddingBottom-s c-slate lineHeight-l fontSize-l fontWeight-3 breakPointM-fontSize-xl breakPointM-lineHeight-xl\"><em>La Jet\u00e9e (1962) is almost entirely constructed of still photos, however the soundscapes used in the movie allow the viewers to build a strong mental image of the space.<\/em><\/p>\n<h3 class=\"pageWrap pageWrap--s marginTop-l marginBottom-m c-black lineHeight-xl fontSize-xl fontWeight-5\">Guiding the user with objects<\/h3>\n<p class=\"pageWrap pageWrap--s marginBottom-m paddingBottom-s c-slate lineHeight-l fontSize-l fontWeight-3 breakPointM-fontSize-xl breakPointM-lineHeight-xl\">Navigating the user via a certain path in a cluttered environment can be difficult without using conventional wayfinding UI elements. The usage of these elements could break the immersion of the experience. However subtle changes in the environment, such as <a class=\"link link--blue fontWeight-4\"href=\"http:\/\/www.newyorker.com\/tech\/elements\/with-firewatch-olly-moss-brings-his-subversive-touch-to-video-games\" target=\"_blank\" rel=\"noopener noreferrer\">growing flowers at the openings of a field in order to draw the users attention to the correct path<\/a>, could still maintain the genuineness of the place. These hints should be contextual (the flowers would not work in a Martian landscape).<\/p>\n<div id=\"attachment_4359\" style=\"width: 810px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-4359\" class=\"size-full wp-image-4359\" src=\"https:\/\/marvel7077.wpengine.com\/wp-content\/uploads\/2016\/11\/Guiding-with-objects.jpeg\" alt=\"guiding-with-objects\" width=\"800\" height=\"450\" srcset=\"https:\/\/shopjessicabuckley.com\/wp-content\/uploads\/2016\/11\/Guiding-with-objects.jpeg 800w, https:\/\/shopjessicabuckley.com\/wp-content\/uploads\/2016\/11\/Guiding-with-objects-600x338.jpeg 600w, https:\/\/shopjessicabuckley.com\/wp-content\/uploads\/2016\/11\/Guiding-with-objects-768x432.jpeg 768w\" sizes=\"auto, (max-width: 800px) 100vw, 800px\" \/><p id=\"caption-attachment-4359\" class=\"wp-caption-text\">Red flowers in Firewatch guiding the player towards the correct direction.<\/p><\/div>\n<h3 class=\"pageWrap pageWrap--s marginTop-l marginBottom-m c-black lineHeight-xl fontSize-xl fontWeight-5\">Contextual reticle<\/h3>\n<p class=\"pageWrap pageWrap--s marginBottom-m paddingBottom-s c-slate lineHeight-l fontSize-l fontWeight-3 breakPointM-fontSize-xl breakPointM-lineHeight-xl\"><a class=\"link link--blue fontWeight-4\"href=\"https:\/\/www.google.com\/design\/spec-vr\/interactive-patterns\/display-reticle.html\" target=\"_blank\" rel=\"noopener noreferrer\">In non-tracked VR (e.g. Gear VR, Google Cardboard), reticles are used in order to show the user the specific point where they gaze.<\/a> It helps to orient in space by showing the centre of focus. It is also used for movement and interacting with objects. These specific tasks demand different reactions from the reticle.<\/p>\n<ul class=\"pageWrap pageWrap--s list list--unordered marginBottom-l lineHeight-l fontSize-l fontWeight-3 breakPointM-fontSize-xl breakPointM-lineHeight-xl\">\n<li>Idle state\u200a\u2014\u200athe idle state reticle should be as minimal as possible, giving only a hint where the centre is.<\/li>\n<li>Movement \u2014the reticle should be activated when the user looks at any place that is approachable. When doing so, the reticle should transform into a larger pointer, highlighting the selectable area with a circle projected over it from the user\u2019s perspective.<\/li>\n<\/ul>\n<div id=\"attachment_4360\" style=\"width: 810px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-4360\" class=\"size-full wp-image-4360\" src=\"https:\/\/marvel7077.wpengine.com\/wp-content\/uploads\/2016\/11\/Idle-state-and-movement-reticles.gif\" alt=\"idle-state-and-movement-reticles\" width=\"800\" height=\"600\" \/><p id=\"caption-attachment-4360\" class=\"wp-caption-text\">Difference between idle state and movement reticles.<\/p><\/div>\n<ul class=\"pageWrap pageWrap--s list list--unordered marginBottom-l lineHeight-l fontSize-l fontWeight-3 breakPointM-fontSize-xl breakPointM-lineHeight-xl\">\n<li>Interacting with objects\u200a\u2014\u200awhen the user turns his\/her attention to an interactive object the reticle should react accordingly.<\/li>\n<\/ul>\n<div id=\"attachment_4361\" style=\"width: 810px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-4361\" class=\"size-full wp-image-4361\" src=\"https:\/\/marvel7077.wpengine.com\/wp-content\/uploads\/2016\/11\/Idle-state-and-interactive-reticles.gif\" alt=\"idle-state-and-interactive-reticles\" width=\"800\" height=\"600\" \/><p id=\"caption-attachment-4361\" class=\"wp-caption-text\">Transition between idle state and interactive reticles.<\/p><\/div>\n<ul class=\"pageWrap pageWrap--s list list--unordered marginBottom-l lineHeight-l fontSize-l fontWeight-3 breakPointM-fontSize-xl breakPointM-lineHeight-xl\">\n<li>Reticle colouring\u200a\u2014\u200athe reticle should adapt its colour to the brightness level of its background, by switching between light and dark modes in order to stay visible in all lighting conditions.<\/li>\n<li>Objects as reticle\u200a\u2014\u200areplacing the reticle with specific 3D items can be an easy cue for the interaction (e.g. a key as the reticle whilst opening a lock).<\/li>\n<\/ul>\n<div id=\"attachment_4362\" style=\"width: 810px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-4362\" class=\"size-full wp-image-4362\" src=\"https:\/\/marvel7077.wpengine.com\/wp-content\/uploads\/2016\/11\/Replacting-reticle-for-specific-interaction.gif\" alt=\"replacting-reticle-for-specific-interaction\" width=\"800\" height=\"600\" \/><p id=\"caption-attachment-4362\" class=\"wp-caption-text\">3D item replacing reticle for a specific interaction.<\/p><\/div>\n<h3 class=\"pageWrap pageWrap--s marginTop-l marginBottom-m c-black lineHeight-xl fontSize-xl fontWeight-5\">Interactive objects<\/h3>\n<p class=\"pageWrap pageWrap--s marginBottom-m paddingBottom-s c-slate lineHeight-l fontSize-l fontWeight-3 breakPointM-fontSize-xl breakPointM-lineHeight-xl\">If not all objects are interactive, users should be hinted which objects they can interact with. The contextual reticle can be a help in this case, but in some cases, in order to avoid confusion, the interactive objects should change, too. This could be a minor change in the shading of the object or even a subtle sound describing its behaviour whilst looking at it (e.g. subtile click in case of light switches).<\/p>\n<div id=\"attachment_4363\" style=\"width: 810px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-4363\" class=\"size-full wp-image-4363\" src=\"https:\/\/marvel7077.wpengine.com\/wp-content\/uploads\/2016\/11\/Interactive-object-activated-by-look.gif\" alt=\"interactive-object-activated-by-look\" width=\"800\" height=\"600\" \/><p id=\"caption-attachment-4363\" class=\"wp-caption-text\">Interactive object activated on look.<\/p><\/div>\n<h3 class=\"pageWrap pageWrap--s marginTop-l marginBottom-m c-black lineHeight-xl fontSize-xl fontWeight-5\">Conclusion<\/h3>\n<p class=\"pageWrap pageWrap--s marginBottom-m paddingBottom-s c-slate lineHeight-l fontSize-l fontWeight-3 breakPointM-fontSize-xl breakPointM-lineHeight-xl\">Virtual reality is emerging as a new medium with the potential of having as strong an impact as radio or television did in the past century. We have the opportunity to build the foundations of interface, experience and interaction design specific for this medium without taking already existing solutions for granted.<\/p>\n<p class=\"pageWrap pageWrap--s marginBottom-m paddingBottom-s c-slate lineHeight-l fontSize-l fontWeight-3 breakPointM-fontSize-xl breakPointM-lineHeight-xl\">References for the article can be found on the <a class=\"link link--blue fontWeight-4\"href=\"https:\/\/uxdesign.cc\/design-practices-in-virtual-reality-f900f5935826#.wb62t6p7e\" target=\"_blank\" rel=\"noopener noreferrer\">original post<\/a>.<\/p>\n<p class=\"pageWrap pageWrap--s marginBottom-m paddingBottom-s c-slate lineHeight-l fontSize-l fontWeight-3 breakPointM-fontSize-xl breakPointM-lineHeight-xl\"><em>This post was originally published on <a class=\"link link--blue fontWeight-4\"href=\"https:\/\/uxdesign.cc\/design-practices-in-virtual-reality-f900f5935826#.wb62t6p7e\" target=\"_blank\" rel=\"noopener noreferrer\">Jonathan's Medium profile<\/a>.<\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>The technology of virtual reality (VR) has been gaining traction, however there is an absence of methods and best practices when designing for it. In my bachelor\u2019s project I am focusing on the user interface (UI) and user experience (UX) opportunities and problems created by the technology of virtual reality. Historically digital interfaces, have been crafted to suit the hardware&#8230; <a class=\"link link--blue fontWeight-4\" href=\"https:\/\/shopjessicabuckley.com\/blog\/design-practices-virtual-reality\/\">Read More &#65515;<\/a><\/p>\n","protected":false},"author":61,"featured_media":4354,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[11],"tags":[],"class_list":["post-4353","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-viewpoint"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO Premium plugin v15.5 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/shopjessicabuckley.com\/blog\/design-practices-virtual-reality\/\" \/>\n<meta property=\"og:locale\" content=\"en_GB\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Design Practices in Virtual Reality | Marvel Blog\" \/>\n<meta property=\"og:description\" content=\"The technology of virtual reality (VR) has been gaining traction, however there is an absence of methods and best practices when designing for it. In my bachelor\u2019s project I am focusing on the user interface (UI) and user experience (UX) opportunities and problems created by the technology of virtual reality. Historically digital interfaces, have been crafted to suit the hardware... 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