Overview: |
Human-centered design is more important for VR than for any other medium. When VR is done well, experiences can be brilliant and pleasurable, but when done badly, they can result in frustration, fatigue, and sickness. While there are many causes of bad VR, much is centered on a lack of understanding human perception, intuitive interaction, design principles, and real users. This session will discuss the philosophy of VR interaction design, input device classes and their characteristics, interaction patterns, example interaction techniques, some basic theory, and a broad overview of how the define-make-learn iterative design cycle is applied to creating compelling interactions.
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