Thoughts and rules.
While I was preparing my second presentation of the Time Train project, this time focused on research and development, an overall progress and concepts I have tested or want to test in the near future, I read through my notes from the beginning of this term.
One of our first sessions of the Virtual World Building with Abel Enklaar, was dedicated to a reflection on a VR experience that we would classify as the best one and one that we think is the worst of what we have virtually entered. We would have to think of the reasons for our judgment – features or lack of them. Based on my own reflection and group input, I have created a list of elements that must be included in the VR experience to deliver immersion, with a player-visitor present and engaged but also having a good understanding of the concept of the virtual build they are about to enter and their role within that world.
Notes I have created based on that workshop are:
- ONBOARDING – WHAT ARE YOU ABOUT TO EXPERIENCE – OUTSIDE AND INSIDE THE HEADSET.
- THINK ABOUT WHERE YOUR AUDIENCE MAY WANT TO GO.
- IF NATURAL ELEMENTS LIKE WATER – MAKE THEM FEEL RIGHT, SO THEY ARE NOT OFF PUTTING.
- OFFBOARDING.
- UI – TEXT AND VOICE + SUBTITLES.
- CLEAR INSTRUCTIONS.
- UI TO BE WELL BLENDED WITHIN THE VR WORLD, SO THE IMMERSION DOESN’T BREAK.
- TRACKING.
- DESIGN – COLLIDERS, WALLS, FLOOR LEVELS – YOU DON’T WANT TO WALK THROUGH THEM.
The above notes can be easily called rules that should guide everyone who attempts to build an application, not only in VR. Some of them are written as shortcuts with just a word or two but have a clear meaning to me since I know the subject in relation to which this list was generated. Several points refer specifically to VR build such as no.7 that highlights the importance of UI in relation to the immersion of the experience. There are however other points, such as onboarding and offboarding, that even though tied to VR experience, can be translated to other experiences. They simply emphasize the role of introduction and summary (I am not entirely sure if that is the right word) of the experience. Having a short briefing beforehand can provide some comfort and good excitement for the player/VR-world-visitor, it also helps to reduce/avoid confusion if the person is not familiar with VR. Offboarding might refer to having a clear end to the experience in the VR headset but also providing support by taking HMD off and asking for feedback. Important for all users, crucial for people new to VR.
All these thoughts are taken into consideration while the Time Train is built. My goal is to create and present VR that users will enjoy and feel great in, without confusion or being left on their own not knowing what to do or how to start or finish the experience. Time Train aims to immerse the player-commuter to the level that she is distracted from the physical world around and enjoys the story travel on the virtual London underground.