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

Adriana Vecchioli, Artist & Virtual Reality Hacker

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

About This Class

I’m a Los Angeles based UX designer and Virtual Reality engineer, with more than 5 years of experience working for tech startups and major brands like Twitter, NBA 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.