Data gathering for Affective computing research app

 

How to build dataset that can help in emotional metrics of build space

December 2017

Objective:

power of machine learning is increasing every day. Design process of build space is slow, expensive and potentially difficult to follow for layman. In the search of the matrix for good design – understanding user emotions in space, would be a significant move forward.

objective of this research is to design a data collecting VR experience that could predict:

  1. a “sweet spot” in sizes of the room ( volume, length, width and height) that feels “just right” for the given generic shape

  2. users Atmospheric assessment of space

Cartoon-UX

Infrastructure Requirements for experiment to work

Virtual prototypes of “generic” spaces – plan representation – starting room size

Room prototypes :

Rectangular, Square, Triangular, Round, Faceted, Organic

Game design – level design

Understanding totality of architecture

New Mockup 1

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Game design – FLOW diagram

Untitled Diagramaa

For sizing : Understanding body schemas and designing for body in space

Design of rooms, navigation and size changes with understanding of  peri-personal and extra-personal space. Peri-personal space is space within the reach of arms

all rooms will start from (3.0 m);

twice the peripersonal space (estimated to 1.5m) with the same height

Play by play plan excerpt

userstory

Zoomed in:

userstor1y
zoomed in play by play document
usersto2ry
zoomed in play by play document

Generative (procedural) components

Select 1 room and add 1 furniture configuration – keep track of what was played out

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User Research

Customer Journey

Majority users thru STEAM VR channel

Sources customer jurney

Once we know the stream of our users that population can be analyzed. in this case majority of users will be coming thru Steam platform. All of them will have VR equipment and some level of experience with VR games.

Understanding User Personas

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personas

Tailoring UI

list of actions that UI needs to facilitate

  1. Passive UI – roam around, orient to sound
  2. Teleportation
  3. Toggle button Yes/No
  4. Slider navigation
    • Game specific UI
      • Making room Larger
      • Making Room Smaller
      • Lifting ceiling
      • Lowering ceiling

Excerpt from documentation:

actions

Device Options:

All devices

Table of possible interactions

controllers.png

Vive Controllers (example)

Picture3

Major UI controls:

No 7 -Trigger

Trigger pressed

Trigger Released

No 2 -Radial Trackpad

Finger On Button

No 8 – Side button

Click on/off and hold

After research into gestures and understanding natural gesturing for small/large using both hands, as well as testing velocities and controller responsiveness more detailed table is constructed with illustration if there are some UI graphic elements.

Game content: Table of Interactions Independent of Model (beyond Teleportation)

UI.png

Model specific buttons

UIII

Test Gameplay

Adding enough learning elements

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Creating a mini game – getting accustomed to UI

needs to teach UI elements:

  1. Aim and click
  2. Aim under trigger to slide (let go trigger)
  3. shake up and down
  4. shake up and down under side button

but also for novice:

  1. basic space interpretation in VR
  2. Teleportation

backgroundteleportation

Our Intro/mini game needs to work on all 3 levels:  be within the reach of the novice and interesting enough for experienced gamer.

Approach:

You are a scientist in the field research. You find yourself under the tree with voice over narration.

Several tasks are in front of you:

  1. walk over to the table and click on the toggle button
  2. teleport to table2
  3. slide a slider
  4. teleport to chamber
  5. shake controllers up and down to “grow” chamber

Chamber that grows around you is a transition to sign in level under the tree.. The Game starts

please see example of UI introduction

…….. To Be Continued……………………….
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