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© 2019 Autodesk
John Schrag
Director of Experience Design
Entertainment Creation Products
Autodesk
UX Strat 2019
VR: What is it good for?
John Schrag
Director of Experience Design
at Autodesk
Based in Toronto, Canada
Dabbles in VR Strategy
Also, wrestles tiny alligators
Virtual Reality is a set of
interface technologies
designed to make the user feel
“present” in a new environment
or experience, rather than
feeling like an outside
observer.
What is Virtual Reality?
So what?
Du bör inte VR på problemet
- Ancient Swedish Proverb
o VR engages the brain in a deeper way than “regular”
computer screen/mouse/gamepad interaction does.
Here’s the “so what”
04 / 20
https://youtu.be/WETwwKbleks
Image: Wikimedia Commons, from Ranveig Thattai
The hippocampus
From "Intracellular dynamics of hippocampal place cells during virtual navigation." By Christopher D. Harvey, Forrest Collman, Daniel A. Dombeck & David W. Tank. Nature, Vol. 461
No. 7266, October 14, 2009.
§ VR engages the brain in a deeper way than computer screen
interaction does.
§ Your brain encodes VR experiences as “I was there”, not “I
saw that”
The Brain Science behind VR
§ VR engages the brain in a deeper way than computer screen
interaction does.
§ Your brain encodes VR experiences as “I was there”, not “I
saw that”
§ It’s hard to understand until you try it yourself.
The Brain Science behind VR
§ Immersion
§ Interaction
§ Consistency of action / perception
§ Emotional engagement
§ Belief
*
What makes you feel “present” in VR?
The Five Pillars of Presence – Patrice Bouvier – Presence 2008 Conference, Padova, Italy
Immersion vs Cost Tradeoff
Less
immersive
More
immersive
© 2019 Autodesk
What is the business value of immersion?
§ Better understanding of 3d spaces and forms
VR Gives You
§ Better understanding of 3d spaces and forms
§ Predictive emotional responses to experiences
VR Gives You
§ Better understanding of 3d spaces and forms
§ Predictive emotional responses to experiences
§ Higher levels of engagement
VR Gives You
§ Better understanding of 3d spaces and forms
§ Predictive emotional responses to experiences
§ Higher levels of engagement
§ More effective and memorable training
VR Gives You
§ Better understanding of 3d spaces and forms
§ Predictive emotional responses to experiences
§ Higher levels of engagement
§ More effective and memorable training
§ Greater emotional connection to products & services
VR Gives You
§ Better understanding of 3d spaces and forms
§ Predictive emotional responses to experiences
§ Higher levels of engagement
§ More effective and memorable training
§ Greater emotional connection to products & services
VR Gives You
Frame from “My Moby Dick”, filmed by Valerie Faris & Jonathan Dayton
better decisions
VR for Architecture
§ Helps architects detect design
problems early
§ Helps their clients really
understand what is being built
§ Communicates the “feeling of
being there”
Autodesk Revit Live
VR for Psychotherapy
§ Phobia treatment
§ PTSD treatment
§ Can increase empathy, with
long-lasting effect
§ Bad-habit breaking
§ Autism support
§ Depression treatment
§ Body dysmorphia treatment
Image from Floreotech.com of their VR headset and software for treating autism
VR for Product Design / Manufacturing
§ Reduce need for physical
prototypes
§ Facilitate collaboration and
critique
§ Onboarding for work in
dangerous spaces
§ Pre-build simulation of factory
spaces
§ Safety training
Autodesk VRED, image by Ford Motor Co.
VR for Medicine
§ Protein visualization and
manipulation
§ Surgical visualization
§ Reality simulation for neural
input
§ Post-surgical rehabilitation
§ Help patients feel at home
§ Post stroke recovery
Image by MedicalFuturist.com
but…
Because users feel present in VR, they become vulnerable
both emotionally and physically.
Health and Safety Concerns
Because users feel present in VR, they become vulnerable
both emotionally and physically.
Bad VR interface design can literally make someone sick,
frighten them, or make them psychologically uncomfortable.
Health and Safety Concerns
“Cyber-sickness”
Happens when your eyes and
your inner ear (vestibular
system) give you conflicting
signals.
Caused by bad navigation design.
Acrophobia or other frights
People can be frightened by
heights, edges, or common
phobias like snakes.
Embodiment dysmorphia
Carelessness in how you
embody your user can lead
to psychological discomfort.
Photo from Cornell Virtual Embodiment Lab
Scaling issues
People can be
frightened or
disturbed by
things that might
look “cute” on a
regular screen
From the videogame “Lucky’s Tale”
TMI
Sudden scene changes can be
disturbing, overwhelming the
user with information
Image by John Greyson– Wikimedia commons
Environmental Blindness
Users are blind to the outside
world while in VR, and may
collide with walls, chairs, or just
feel vulnerable.
Virtual Harassment
Multiplayer anonymity can
enable harassing behaviours
Mic.com, Toronto Metro, The Guardian.com
§ There are design solutions to address these problems
Good news
§ There are design solutions to address these problems
…that I can’t share in 10 minutes
Good news
§ VR UX is still immature – generally accepted standard
solutions are slowly emerging
Bad news
§ VR UX is still immature – generally accepted standard
solutions are slowly emerging
§ Hard to find skilled designers
Bad news
§ VR UX is still immature – generally accepted standard
solutions are slowly emerging
§ Hard to find skilled designers
§ Lots of examples that look really cool but are actually terrible
Bad news
§ VR UX is still immature – generally accepted standard
solutions are slowly emerging
§ Hard to find skilled designers
§ Lots of examples that look really cool but are actually terrible
§ VR sucks at some things
Bad news
§ Precision input
VR sucks at some things
§ Precision input
§ Text input
VR sucks at some things
§ Precision input
§ Text input
§ Isometric or diagrammatic views
VR sucks at some things
I just stole this slide from Olga
Is there
demand?
Can we
build it?
Is it worth
it?
The usual evaluation for VR projects
Is it cool?
Can we
build it?
My recommendations
Does it
provide
real user
value?
Can we
build, buy,
or partner
to make
it?
Is it worth
it?
build,
buy,
or partner?
NVidia Holodeck
thanks
Autodesk and the Autodesk logo are registered trademarks or trademarks of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders.
Autodesk reserves the right to alter product and services offerings, and specifications and pricing at any time without notice, and is not responsible for typographical or graphical errors that may appear in this document.
© 2017 Autodesk. All rights reserved.

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UX STRAT Europe 2019: John Schrag

  • 1. © 2019 Autodesk John Schrag Director of Experience Design Entertainment Creation Products Autodesk UX Strat 2019 VR: What is it good for?
  • 2. John Schrag Director of Experience Design at Autodesk Based in Toronto, Canada Dabbles in VR Strategy Also, wrestles tiny alligators
  • 3. Virtual Reality is a set of interface technologies designed to make the user feel “present” in a new environment or experience, rather than feeling like an outside observer. What is Virtual Reality?
  • 5. Du bör inte VR på problemet - Ancient Swedish Proverb
  • 6. o VR engages the brain in a deeper way than “regular” computer screen/mouse/gamepad interaction does. Here’s the “so what”
  • 8. Image: Wikimedia Commons, from Ranveig Thattai The hippocampus
  • 9. From "Intracellular dynamics of hippocampal place cells during virtual navigation." By Christopher D. Harvey, Forrest Collman, Daniel A. Dombeck & David W. Tank. Nature, Vol. 461 No. 7266, October 14, 2009.
  • 10. § VR engages the brain in a deeper way than computer screen interaction does. § Your brain encodes VR experiences as “I was there”, not “I saw that” The Brain Science behind VR
  • 11. § VR engages the brain in a deeper way than computer screen interaction does. § Your brain encodes VR experiences as “I was there”, not “I saw that” § It’s hard to understand until you try it yourself. The Brain Science behind VR
  • 12. § Immersion § Interaction § Consistency of action / perception § Emotional engagement § Belief * What makes you feel “present” in VR? The Five Pillars of Presence – Patrice Bouvier – Presence 2008 Conference, Padova, Italy
  • 13. Immersion vs Cost Tradeoff Less immersive More immersive
  • 14. © 2019 Autodesk What is the business value of immersion?
  • 15. § Better understanding of 3d spaces and forms VR Gives You
  • 16. § Better understanding of 3d spaces and forms § Predictive emotional responses to experiences VR Gives You
  • 17. § Better understanding of 3d spaces and forms § Predictive emotional responses to experiences § Higher levels of engagement VR Gives You
  • 18. § Better understanding of 3d spaces and forms § Predictive emotional responses to experiences § Higher levels of engagement § More effective and memorable training VR Gives You
  • 19. § Better understanding of 3d spaces and forms § Predictive emotional responses to experiences § Higher levels of engagement § More effective and memorable training § Greater emotional connection to products & services VR Gives You
  • 20. § Better understanding of 3d spaces and forms § Predictive emotional responses to experiences § Higher levels of engagement § More effective and memorable training § Greater emotional connection to products & services VR Gives You
  • 21. Frame from “My Moby Dick”, filmed by Valerie Faris & Jonathan Dayton
  • 23. VR for Architecture § Helps architects detect design problems early § Helps their clients really understand what is being built § Communicates the “feeling of being there” Autodesk Revit Live
  • 24. VR for Psychotherapy § Phobia treatment § PTSD treatment § Can increase empathy, with long-lasting effect § Bad-habit breaking § Autism support § Depression treatment § Body dysmorphia treatment Image from Floreotech.com of their VR headset and software for treating autism
  • 25. VR for Product Design / Manufacturing § Reduce need for physical prototypes § Facilitate collaboration and critique § Onboarding for work in dangerous spaces § Pre-build simulation of factory spaces § Safety training Autodesk VRED, image by Ford Motor Co.
  • 26. VR for Medicine § Protein visualization and manipulation § Surgical visualization § Reality simulation for neural input § Post-surgical rehabilitation § Help patients feel at home § Post stroke recovery Image by MedicalFuturist.com
  • 28. Because users feel present in VR, they become vulnerable both emotionally and physically. Health and Safety Concerns
  • 29. Because users feel present in VR, they become vulnerable both emotionally and physically. Bad VR interface design can literally make someone sick, frighten them, or make them psychologically uncomfortable. Health and Safety Concerns
  • 30. “Cyber-sickness” Happens when your eyes and your inner ear (vestibular system) give you conflicting signals. Caused by bad navigation design.
  • 31. Acrophobia or other frights People can be frightened by heights, edges, or common phobias like snakes.
  • 32. Embodiment dysmorphia Carelessness in how you embody your user can lead to psychological discomfort. Photo from Cornell Virtual Embodiment Lab
  • 33. Scaling issues People can be frightened or disturbed by things that might look “cute” on a regular screen From the videogame “Lucky’s Tale”
  • 34. TMI Sudden scene changes can be disturbing, overwhelming the user with information Image by John Greyson– Wikimedia commons
  • 35. Environmental Blindness Users are blind to the outside world while in VR, and may collide with walls, chairs, or just feel vulnerable.
  • 36. Virtual Harassment Multiplayer anonymity can enable harassing behaviours Mic.com, Toronto Metro, The Guardian.com
  • 37. § There are design solutions to address these problems Good news
  • 38. § There are design solutions to address these problems …that I can’t share in 10 minutes Good news
  • 39. § VR UX is still immature – generally accepted standard solutions are slowly emerging Bad news
  • 40. § VR UX is still immature – generally accepted standard solutions are slowly emerging § Hard to find skilled designers Bad news
  • 41. § VR UX is still immature – generally accepted standard solutions are slowly emerging § Hard to find skilled designers § Lots of examples that look really cool but are actually terrible Bad news
  • 42. § VR UX is still immature – generally accepted standard solutions are slowly emerging § Hard to find skilled designers § Lots of examples that look really cool but are actually terrible § VR sucks at some things Bad news
  • 43. § Precision input VR sucks at some things
  • 44. § Precision input § Text input VR sucks at some things
  • 45. § Precision input § Text input § Isometric or diagrammatic views VR sucks at some things
  • 46. I just stole this slide from Olga Is there demand? Can we build it? Is it worth it?
  • 47. The usual evaluation for VR projects Is it cool? Can we build it?
  • 48. My recommendations Does it provide real user value? Can we build, buy, or partner to make it? Is it worth it?
  • 52. Autodesk and the Autodesk logo are registered trademarks or trademarks of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. Autodesk reserves the right to alter product and services offerings, and specifications and pricing at any time without notice, and is not responsible for typographical or graphical errors that may appear in this document. © 2017 Autodesk. All rights reserved.