My thesis project reflects on design for virtual reality.
With “Z-axis”, the title refers to the use of the third axis,
the one of the depth, particularly perceived in VR, and with
“Manifesto” it declares intent to change approach to design
in this field.
Do you want to skip this long explaination and go directly
to the project?
Take me there.
Context
On October 28, 2021, the Facebook Connect took place and Mark Zuckerberg,
the CEO of what was then called Facebook, made some very important
statements about the future of the internet and how it will be used.
Intrigued by this world, I chose to develop something connected to it
for my thesis project. After an initial research phase in which
I explored the various metaverses that had been developed up to
that point, including Zuckerberg's, I began to notice some issues
with one of the ways to access it: Virtual Reality.
Problems
The issues in this field are related to a general lack of
organization in the available information on the design
of virtual worlds, as well as a deficiency in a proper
methodology to guide designers who approach this world.
To address this problem, I started a second research phase
to gain a better understanding of how to proceed,
beginning with an analysis of the existing situation.
Analysis
I analyzed the VR design guidelines that had been developed
up to that point, specifically those of Mike Alger, UI
designer for VR at Google, and Jason Jerald, a prominent
figure in VR consultancy. However, I also explored
the interfaces that had been developed up to that point,
examining them through a framework that helped me
understand the complexity of the environments and whether
the interfaces were designed with immediacy or
hypermediacy in mind.
The aim of this thesis is to create an interface
that enhances information consumption through virtual
reality, using a methodology that simplifies the
design process.
Space subdivision
To achieve this, I first had to study how to distribute
information within the space, based on how our body
perceives and interacts with the external environment.
I divided the space around the user into several zones,
depending on the type of interaction required.
There is the High Precision Zone, which extends just
beyond the Zone of Convenient Reach, a term used
in ergonomics to indicate an area around the body
where objects and commands can be easily reached. Then
there is the Low Precision Zone, which corresponds
to the area from one to six meters away from the user.
Finally, there is the Passive-Use Zone, an optimal area
to reproduce any content that does not require interaction.
Framework
Next, I proceeded to develop a framework that would
enable me to preview easily what I intended to bring
into VR. I began by studying the subdivision of our
visual field, projecting it onto a plane and dividing
it in such a way that it would be simple to design.
Moreover, this enabled me to think on an angular
scale rather than in pixels or meters, thereby
providing me with a clear understanding of how much
space a specific element occupies on the retina
and avoiding dependence on the area occupied
within the space.
FOV of the Head Mounted displays
The main problem is that, currently available virtual
reality headsets are not able to reach the full extent
of our visual field. For example, the most commonly
used headset has a field of view (FOV) of just 104° x 98.2°.
Final framework
So, I based the complete framework on the latter,
adding head rotation, an axonometric part, a top-down
view, and a side view to have complete coverage
of the space. As I progressed with the previews
and sketches, I realized the need to understand
how the interfaces would behave over time.
Therefore, I added a section for drawing storyboards.
Reading
To develop the layout in order to facilitate
the reading of information, I had to understand
how this information is structured. To do so, I
analyzed different types of text. From this,
I created reading flows for each type of text analyzed,
developing a different path depending on the way the
content was presented, and then moved on to creating
a general map of information consumption that served
as a guide for creating the interface.
Design
Through the use of the developed methodology,
I structured the interface and its layout in
order to simplify its use in VR. Let's take
a look at a brief introductory video.
Area subdivision
I divided the area sorrounding the user in three parts:
Area up to 2m, wide 60°: Main content, in front of the user, so that it can be easily read without having to be in uncomfortable positions.
Area up to 2m, which develops on the sides, from 30° to 82° starting from the center: Parallel or secondary content, containing information that accompanies the flow of main information or defines its context.
Area from 3m distance onwards: Intended for displaying the content following the one currently active in the information flow.
User tests
Being an interface reserved for reading information,
I needed to further understand the elements that
were not touched upon by Jerald or Alger,
regarding the characteristics of text. So,
I defined a series of tests that helped me
objectively understand the best conditions
for the following data: typographic length, font type,
brightness and colours of the environment and
interface. The results of these tests helped
me understand that: texts with an accuracy of
20° are the most readable; Egyptian fonts
with a very large eye are the best; backgrounds
with medium brightness help to read more easily;
colours disturb reading.
Typographic length
Font
Brightness
Colours
A small calculation
To be as objective as possible in evaluating the quality of reading,
I developed a formula that, combined with the use of some standards,
allowed me to isolate the characteristic I was evaluating,
excluding any difficulties due to the use of texts with
readability levels that were too different or because one
of the texts was longer than the other. The formula in question is:
x = s ÷ (n/i)
where s indicates the seconds that the test participant took to
read the text, n refers to the number of characters present
in the text, and i refers to the Gulpease Index. This allows
me to have a result that serves as an index of reading difficulty.
I then defined two rules for use: the figures should only
be compared to each other in the case of tests that verify
the effectiveness of the same characteristic (i.e.,
the reading difficulty index with 30° accuracy should
be compared with the other accuracy measures); the
figures are not used to rank users, so it is not necessary
to compare the indices obtained by different people, but only
the final result of the test, i.e., which variation of the
characteristics was easier to read.
Interactive floor
Designed for navigating and communicating the content of the various areas, the floor is interactive and guides the user in the use of the interface, through the use of 4 states:
Default state
Main content detail
Parallel content detail (one for each side)
The rings on the floor indicate to the user where they are at
the moment of accessing the content and give them the possibility
to go back to the previous topic by pointing towards the corresponding
ring. The line that accompanies the active content has a different
colour than the rest of the floor. This allows the user to know which
area they are consulting.
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