Creating a mobile VR application which enables people to experience VR for the first time.
What could be better? What mistakes cost me time? How is my learning process changing?
Well the first thing to note is that I ran out of time to add some background detail and could have easily added a scene background.
This would have enhanced the user experience and given them a better sense of the world they were in.
Likewise, I would like to develop lighting and probably would have changed the scale a bit more.
I encountered quite a few issues implementing my UI panels and this cost me a huge amount of time. I correctly mitigated this by continuing my development elsewhere, until the answer could be found. And on a plus I managed to solve the problem.
Targeting an audience that had not experienced VR before was a correct method for my project delivery and I chose the correct user tester (Janet) who had never experienced VR before. This allowed me to shape the outcome in a simplistic manner and focus on making something that worked
Introducing the non-experienced to Virtual Reality.
The aim of the project was to: Design, test and implement a puzzler project for a mobile VR application.
Puzzler is a mobile VR application which helps business professionals experience VR for the first time, by giving them a sense of accomplishment as they solve a familiar puzzle in a new way. It was made using Unity.
Demo Video Walkthrough
Establish a user persona
This is Steve.
Steve is 35.
Steve is an IT consultant and is looking to explore the possibilities of VR.
“I like to keep up with trends and communicate innovative solutions to my portfolio of clients and assist their growth needs. Innovating is at the heart of what KDMoore IT Associates does and VR is a new and exciting sector for growth.”
With the persona created I could start to sketch ideas and get a feel for the type of VR I wanted to create.
Design User Interface
Sketching out ideas was something I had previously only done in an abstract manner. Being focused on one design area at a time has been an interesting learning curve and something I see value in and enjoy.
After I had made the sketches I start to work with the models and focus on setting scale.
Once I had added movement to my scene, after completing several tests, I opted to combine the final user test with that of movement.
I asked the following questions:
1. Please hit the start button
a. Did you move into the room?
2. How did you feel about the speed of that movement, did you feel fast/slow?
3. Would you describe yourself as feeling sick in anyway, or were you okay?
4. Did you notice any height changes or disorientating in the movement?
5. What is the object of the game?
6. How do the sounds make you feel?
7. What could be improved?