- Are users able to access the information they need?
- Are users able to make progress?
- Do the navigation mechanics feel natural?
- Does accessing information or making progress take the user out of the experience? That is, are users able to concentrate on their goal and not on how to use the software?
- Does the experience create an appropriate emotional response?
- Does the experience make the user want to vomit?
With that in mind, here is a roundup of some current resources:
- VR Sickness, The Rift, and How Game Developers Can Help
- Designing around motion sickness - Thread on the Oculus Forums
- Oculus Share - A place to view and share demos and get ideas
- GamaSutra - UI with the Rift
- Enemy StarFighter - Lessons Learned
- Lessons learned porting Team Fortress
- Google glass and Microsoft augmented reality concept videos are a good source of ideas for how to integrate information and options into a VR world.
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