UX VR: How to Design Movements that Defeat VR Motion Sickness | Adriana Vecchioli | Skillshare

Playback Speed


  • 0.5x
  • 1x (Normal)
  • 1.25x
  • 1.5x
  • 2x

UX VR: How to Design Movements that Defeat VR Motion Sickness

teacher avatar Adriana Vecchioli, Artist & Virtual Reality Hacker

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

9 Lessons (28m)
    • 1. Welcome to Class!

      1:31
    • 2. What is Motion Sickness and its Causes?

      2:42
    • 3. The Pitfalls to Avoid - Part I

      3:47
    • 4. The Pitfalls to Avoid - Part II

      4:21
    • 5. What to do: UX Best Practices

      5:45
    • 6. Focus on 360 VR Filmmaking

      3:49
    • 7. Individual Perception & Breaking the Rules!

      2:10
    • 8. Your Class Project

      1:12
    • 9. It's a Wrap

      2:19
  • --
  • Beginner level
  • Intermediate level
  • Advanced level
  • All levels
  • Beg/Int level
  • Int/Adv level

Community Generated

The level is determined by a majority opinion of students who have reviewed this class. The teacher's recommendation is shown until at least 5 student responses are collected.

129

Students

--

Projects

About This Class

I’m a multidisciplinary designer and technologist in XR, with over 7 years of experience working for tech startups and major brands like Twitter, NBA, Warner Bros. and Viacom. I started my AR & VR studio Velvet Unicorn out of a true love for immersive storytelling.

This class outlines one of the secrets weapons in my VR UX process: a Movement Mechanics Framework that defeats motion sickness.

Nausea and dizziness are the bane of virtual reality and they could kill your VR games and 360 films. This can be avoided by following my techniques to design a movement & navigation system for your main player.

You will understand the causes of motion sickness, how to mitigate its effects and how to design a VR experience that will make your users want to cruise for hours.

The movement mechanics framework applies to VR games, apps and 360 filmmaking.

Using this framework, students will create a flowchart showing how a player can move in VR in their class project, to design beautifully intuitive navigation and movements.

Meet Your Teacher

Teacher Profile Image

Adriana Vecchioli

Artist & Virtual Reality Hacker

Teacher

Thank you for checking out my classes here on Skillshare. I’m a multidisciplinary designer and technologist in XR, with over 7 years of experience working for tech startups and major brands like Twitter, NBA, Warner Bros. and Viacom. I started my AR & VR studio Velvet Unicorn out of a true love for immersive storytelling. 

 

PAST CLIENTS & PARTNERS

 

See full profile

Class Ratings

Expectations Met?
  • Exceeded!
    0%
  • Yes
    0%
  • Somewhat
    0%
  • Not really
    0%
Reviews Archive

In October 2018, we updated our review system to improve the way we collect feedback. Below are the reviews written before that update.

Why Join Skillshare?

Take award-winning Skillshare Original Classes

Each class has short lessons, hands-on projects

Your membership supports Skillshare teachers

Learn From Anywhere

Take classes on the go with the Skillshare app. Stream or download to watch on the plane, the subway, or wherever you learn best.

Transcripts

1. Welcome to Class!: Hello. I am Adriana peculiarly and I am so excited to be with you for disc class on yours or experience in virtual reality, this first glass will be about movements and navigation and how to design movements that prevent the art of motion sickness. I am a software designer and I've been working on augmented and virtual reality project for many years. They are is full of potential and is on its way to become the future of entertainments. I love they are and I find it sick. But now you may have tried it yourself and felt uncomfortable of you. Heard about some of your friends who felt dizzy after trying. We are yes, Motion sickness is the bane of we are. But the good news is is that this could be avoided by following simple techniques In this class you will understand what is motion sickness. What are the causes of motion sickness, how to mitigate them and how to design movement mechanics that will make you users want to cruise in VR for hours. This stools apply to your gains. Applications in 3 60 videos now stay too 2. What is Motion Sickness and its Causes?: movements are like VR maker baptism of fire. Good movements feel insane, but bad movements or even playing average mint movements fills horrifying because they can make you sick. But how do you know you are experiencing motion sickness? This is why you have when you feel one of the fooling sensations like nausea, dizziness, headaches, sweating or all of the above. And what is even worse is that these symptoms can continue even for hours after you take off the headset. What are the causes of the symptoms We are in motion. Sickness occurs when your brain expect certain movements, but your body feels differently. It's a sensory conflict, a mismatch between the visual data coming into you. So this is what you see and the information you receive. Three vestibular system. So the vestibular system is in your brain, and it is what provides your sense, self balance and spatial orientation. It is there for you to coordinate movements with balance. Simply said, we are motion Sickness happens when a user is moving in VR but doesn't move in real life. Here are some practical situations for you to understand. For instance, your eyes tell your brain you're moving around in a VR environment or your body feels like it's sitting in a chair, all standing still in a 3 60 film. Imagine you jumped up from one point of view to another, or from one scene to another, but your brain didn't expect that change. If you have to move the controller in an unnatural way in a way that you wouldn't really use your arms and hands in real life. Or it can also happen if your eyes registered horizon movements with the liquids in your inner ear did not. All of these create conflicting inputs between your body and your brain? And this problem can be broken down into three components. Hardware, software and each individual's perception off their body in the space will brush a phone. The three components in all of the following sections off this class 3. The Pitfalls to Avoid - Part I: Now, let's say the pitfalls to avoid that is what not to do and what you should be. Super careful off when designing a VR experience. Some of the pitfalls will cover our rapid and unexpected movements. Nofal would in the leapt iCal movements camera y'all affection or illusion of self motion, uncomfortable body movements, performance related software issues and hardware limitations that don't worry. I am throwing at you. A lot of technical jargon owns, but all of these concepts will make sense and will be a easy to understand. Once we break them down, let's start with an easy one rapid and unexpected movement. First, avoid them. If you can especially be unexpected, that doesn't mean you cannot have acceleration in your game. You can, but the user needs to be prepared. If our brain doesn't expect an acceleration, that's when the discomfort happens. Imagine now that your game is ah VR journey into space and you weren't your spaceship was still one of worship. To be able to change speed and even reached light speed. Let's be crazy now. We can do this in order to feel comfortable play. We need to one the user 1st 3 user can be in control of the speed and therefore there will be just as fast as they want. But if we cannot allow that control to our users, let's give them some external warnings like a node. Your message to say that the light speed mode has been activated, Our information blinking on the dashboard of the cockpit for E. Vil Curie on Oculus. There are several indicators that we're going to start and accelerate for their some text messages on the dashboards and some loading bars. Then you can see the gates are opening before you're being propelled into space. Acceleration is always tricky, though, because our inner ear detect values changes in velocity that is acceleration and deceleration, but it doesn't detect constant velocity. Because of this, developers can have someone moving at a constant speed on a related Lee straight line, and the VR motion sickness will be greatly reduced now, no forward movements. They are unlike the ones that we make in real life. Therefore, the thing to co sickness. So imagine things like moving forward while looking to the side. There are some ways to prevent this, such as a lowing the user to only move in the direction your they're facing. I met an OC where you are floating into space and the direction you are moving to his direction. You're looking at therefore, to turn to the left. You move your head to the left. But there are cases where it's limiting for the gameplay. When you begin to add a lot of elliptical movements, so turns and jobs and changes to the velocity, it had a lot more potential to make people sick. This is one of the reasons why Roller Coster demos, although impressive, impressive, then do not be the best way to introduce people to be our 4. The Pitfalls to Avoid - Part II: camera. Yeah, Yaar referred to the movement along the vertical axis. Such are stern ing, their nose over an aircraft. Yaw is also one of the quickest way to make someone sick. And they are. When you connected games yar control to a stick rather than to head motion. It creates an uncomfortable disconnect. John Carmack, the city off Oculus cold, calls it the er poison. So therefore, stick control yard is something that you should avoid at all costs. This can lead to certain design constraint in games, because it requires the player to be either in a swivel chair or standing for the experience. And when you add quartz to the mix, it can make things even less here. But if you will be, our experience require certain settings to be comfortable. That's fine, too. Just let your user no. During their initial set up faction, imagine you are on the train and you look at the window. You see a train leaving the station As that train begins to move, it creates an illusion of movement in your own mind and your brain think that this is the train you are on that is moving in the opposite direction. This is Cole affection or illusion, off sell offs, health motion. And it refers to a phenomenon that occurs when someone feels like their body is moving for really no movement is taking place. Another example is in Star Wars hours. When the ship is entering life's big mode, you aren't moving at all, but the lines on your screens are moving and you feel like you're probable, fast into space. It happens when a portion of what you can see moves. But this is one of the things that can lead to motion sickness, and we are. And Star Wars is really one of the rare examples. When faction feels cool, you can reduce faction was a number of different techniques, such as reducing the complexity, all the textures and reducing the speed of player motion. Uncomfortable body movements do not require your player to move their head and body too much. Not only this is disorienting, but you years or may not be in a position where they are able to freely move, For instance, if they're playing your games on the plane, also, their body may be painful. Them just not allow them to move so much. A classic example is that a lot of games are putting the menu settings on the ground. It seemed like a good idea because your menu settings are easily accessible and they're not object obstructing the filled of you anymore. However, if users have to spend white some time to just settings and brought the menu, it can put a strain on their neck muscles. Performance related software issue their dreaded low from rate. If you're games frame, ripped, drop or if there's lagging, not only this feels frustrating because everything starts slowing down, but that's just not how real world reacts. Therefore, when everything starts slowing down, all looking choppy, it can lead to discomfort this, well, hardware limitations. There are so many factors that are dependent on the hardware you VR experiences running off response time resolution, the filled view, whether there is eye tracking on up the weight of the device, the comfort of using it, or is our additional body tracking 5. What to do: UX Best Practices: now to some u X best practices to help you and inspire you. Generally speaking, the more predictable the movement of the camera in VR less motion sickness effect. The users will get speed and pacing, start with short sessions, take it slow and allow breaks for the user to take their breath. The more we are we are then what we get used to animal comfortable we get. Therefore you can increase duration over time. Sharp Start was a short with a short level, an increase duration over time for each new level. For instance, a steady horizon line. This one is a quick and is it tip the horizon line and course to user in the environment. But a moving arising line is like a rolling ship, and it makes you seasick. Grounding the user was a virtual body. You can create a nabit, our body that users can identify themselves with. But be careful. In my experience, being a sign, a character's body that's not yours can be really awkward. You know what your body looks like in a high response to similarly and that sends scandal be fooled. Yet this is the concept off body schema we understand the dynamic character. Six of our bodies. It's a locality as well. It's movements is due to this concept that we can touch the tip of her nose with our eyes closed. Yeah, it works. One way to allow all users to identify with their avatar bodies is to remove identifiers such as the age, the gender, the skin tone like off their hands. Here is an example from Job simulator on a 55. Your parents are so simple, low poli white gloves like Mickey Mouse's and their works great Add aesthetic reference like a cabin you get around. The user was esthetic environment in relation to then forest. In some graphic user interface elements like how much life and time is left a spaceship, cockpits, a car Darsch board or the helmet off a space suit, I think some form of reference around the player can greatly reduce motion sickness and even help increase immersion back to our example. E. Volk Yuri on Oculus, it adds a high speed space fighter cockpit which helps the player ground themselves to the motion around interested and natural movements mimic real word movements like walking. Reaching for something was your control. Visualisation off. Tragic story. When you visualize where you're going, there's less to be unexpected. For instance, if you user is not in control off their trajectory, you can draw a line on the floor to show where the heading next. These lines can also be really life elements, like the sidewalks off the road or the rails of a roller. Coster teleportation by getting rid of any movement. We can get rid of motion sickness altogether. Inspire every are you point where you want to go, whizzed us ray feeling from the controller. Then you pushed a button and you're there. Teleportation is an effective method for reducing the unpleasant effect off motion sickness by simply removing the coast of its occurance. Hi, her say to reputation as not my favorite mode of navigation. And we are indeed, it's one of these moments where I really feel like I'm playing a game because I'm using a controller forward instead, off big and environment, moving and walking a thoughtful on boarding. Now take it slow User is discovering your game or experience for the first time. Maybe there also experiencing VR for the first time, so don't leave that to chance. Reassuring audio cues acting like a verbal placebo from a virtual companion, for instance are great, like someone telling you that you will be fine. Sometimes it's just enough to avoid motion sickness. But during the on boarding, it's very important to encourage users to create the ideal environments. They can sit on a swivel chair to turn around easily. They should have free and obstructed space. No glass, no liquid, no candle that they could knocked over. Because they don't see because of the headset, you're gonna have a fun blowing in your direction. Not only this alleviate motion sickness, but it also stimulates the effect of speed. But the most important is that derail position off. The user can differ from the position off their virtual avatar in the game, for instance, they can be lying on the bed. Where is their avatar standing on their feet? This were, since the inaugural experience, therefore, invite users to sit our stand to create the best experience possible 6. Focus on 360 VR Filmmaking: now let's have a focus was What's different? Instru 60 Videos An interactive You are that is the RV Dale Gangs most of the times user in control off the direction they're going to, which helps a lot. But that's unlike cinematic VR or 3 60 films, which Fuller's script, however, motion sickness remains a real problem with 3 60 filmmaking for the following reasons. First, because users are so free to watch in any direction that like and this combine was moving, shots can be very disorienting. Second was editing and transitions between shot. They really feel like movements, and they had potential for discomfort. So we'll see what we can dio in this section first shooting and through 60. Some camera movements are perfectly fine into the, but they do not turn out great and for 60 so pay attention to the full wings. No motion, fewer shark camera movements, less acceleration, blur effects unless camera shakes. All of those are very, very helpful to address the issue, not changing point of view. Imagine your VR and you're watching an element and objects. You're watching it from the South Guide. If you're shifting point of view to see it from the north side. It takes a strong mental effort to adjust. Another example is, if you are attending a virtual concert like following a showing. PR, if your user can wash the concert from the stage from the pit from backstage, include a little buffer animation. When the user is shifting point to allow them to adjust to the new sittings. The ideal is like actually not shifting the point of view and allow the user to move from one point of view to another without just now, guide the users during transition. Traditional movie makers have developed. Many take needs to transition in between scenes. Many of those six knees techniques we don't even notice anymore besides transition also say the pace of the story slow and steady or tense and jerky. But in the real world, there's no cut to the next scene. Therefore, transitions Interest 60 has to be treated entirely different. Before, that was the same reasons avoid of breath transitions and changing. Here is a great example of what you can do in the short film on Invasion, The Love, my Calculus Studios, there is no kept not at all. Instead, you are guided from one scene to another by various schemes. It can be a character like this adorable little money breaking the four school to look at you and guide you attention. You are naturally drone to follow this little rabbit, or you'll have audio cues like the sound off the flying eagle to guide your attention towards the action. In addition, you can use haptic feedback, touch economic, for instance, making the control of five rate when there's an explosion. But if you really need to get from one scene to another and you can't find a more creative way to switching between began, I was a wasteful to assault. 7. Individual Perception & Breaking the Rules!: individual perception and empathy. Let's dive deeper into our own perception into the space and the link to motion sickness. Unfortunately, there are a lot of factors that effect motion sickness sensibility better be young developers and designers control. One of them is your age. People are more sensitive to motion sickness between H 2 to 12 and after 50. Their own experience was V R, and how familiar they are with your game. The more we use PR, they let the more comfortable we get. Health beautiful, entire. You haven't slept enough. You already nauseated. Or if you have a respiratory disease, your trouble, all the flu, you're more likely to be uncomfortable using the arm. And simply there are people who are just more sensitive to motion sickness than others. And there's nothing that we can do now. So that's why beyond developers and designers controls, it's also important to see how the user perceived themselves in the real and virtual environment. And there is a strong need for competitons is and they are and social psychology, sociology, neurology and empathy to keep solving this puzzle. So test your games and APS was really people and listen to how they feel breaking the rules . Once you must know the rules, break them. There are those cases which makes case for you to shake your uses a bit. To serve the story, you may want to gently push the same away from the comfort zone in order to feel strong emotions. NPR It's always a delicate balance between the comfort of the users and the emotion they feel. So when you were designed in your stories NVR there will be plenty off choices for you to make and some possibilities that do not exist yet. So to make decision, always test. Always test in real situation not until simulator and with people were you to your game so that you avoid your bias. 8. Your Class Project: it's time to breakfast now. Are you ready? Your class project is to create a flow chart showing how a player can move, in your view, experience the flow chart but must list at least one trigger and one action. The trigger can be controlled by the user. For instance, pressing a button or not like something is changing in the on. The resulting action can be walking, stopping, driving, flying to the body, accelerating, turning Disl orating in a minute. Here is an example that I did to help you. So this is a maybe date to be our experience that I build and design on Google cardboard. So first the player starts Idol. Then, when pressing, the cardboard trigger player starts flying at a constant speed, the direction the player it's loading towards as the direction they're looking at. Therefore, the direction follows the movement of their heads to stop moving. Play a presses the trigger again 9. It's a Wrap : Let's wrap up was more than two million VR headsets already sold sold in motion sickness may give the industry the ability to expend towards new horizons. And now congratulations. You have a movement. Mechanics friend works to design a smooth experience so that uses can cruising fearful offers How is your time to create the are Thanks a lot for being here I hope you feel inspired and power is beautiful and moving stories for BR The future is yours Let's build powerful BR stories together now this shared this class Follow me on social media for new updates with links are here right? Refused to let you know what you liked and upload your class project to share your progress with others and get help. Thank you so much.