UX for XR: User Experience Design and Strategies for Immersive Technologies (Design Thinking) - podcast episode cover

UX for XR: User Experience Design and Strategies for Immersive Technologies (Design Thinking)

Nov 22, 202517 min
--:--
--:--
Download Metacast podcast app
Listen to this episode in Metacast mobile app
Don't just listen to podcasts. Learn from them with transcripts, summaries, and chapters for every episode. Skim, search, and bookmark insights. Learn more

Episode description

Focusing on the application of user experience (UX) principles to Extended Reality (XR), which includes Virtual Reality (VR) and Augmented Reality (AR). The content explores the history of XR, the rise of UX design, and how these methodologies are crucial for driving the adoption of immersive technologies in areas like EdTech, MedTech, enterprise, and gaming. It discusses practical approaches, including prototyping, the use of Object-Oriented UX (OOUX), and the importance of mindful design in the evolving 3D spatial computing environment. Additionally, the text evaluates pioneering platforms, such as Oculus and Microsoft HoloLens (using MRTK), and key design conventions for creating successful, user-friendly XR experiences.

You can listen and download our episodes for free on more than 10 different platforms:
https://linktr.ee/cyber_security_summary

Get the Book now from Amazon:
https://www.amazon.com/UX-Experience-Strategies-Immersive-Technologies/dp/1484270193?&linkCode=ll1&tag=cvthunderx-20&linkId=195c19166a923a6d065de3d17703edb9&language=en_US&ref_=as_li_ss_tl

Discover our free courses in tech and cybersecurity, Start learning today:
https://linktr.ee/cybercode_academy

Transcript

Speaker 1

Okay, let's unpack this, let's do it. Our mission today is a deep dive into extended reality XR. We're focusing specifically on how user experience design. You know, UX is tackling some of the industry's biggest hurdles.

Speaker 2

Yeah, they're really tough stuff like adoption.

Speaker 1

Problems exactly, everything from the physical reaction, the motion sickness, right to the trickier cultural side like social acceptance. Basically, UX designers are kind of writing the rule book for this new spatial computing world.

Speaker 2

That's a great way to put it. They're defining the interactions, and our sources really map this out. If you look back that decade twenty ten to twenty twenty, that's when modern XR really started to take shape for consumers. But now now we're entering what Tim cook Over at Apple called the spatial computing.

Speaker 1

Era, right, I remember that quote. His prediction was pretty.

Speaker 2

Bold, was Oh yeah, he said, augmented reality AR will basically pervade our entire lives, like within the next five to ten years.

Speaker 1

Wow. And for that to happen, the tech needs to feel well, in visible.

Speaker 2

Effortless, which brings us right back to UX. It has to be seamless.

Speaker 1

It's funny, you know, thinking back the actual job title UX designer, it barely existed before what two thousand and nine.

Speaker 2

It really didn't. It was niche. But then Apple they went all in on UX for the iPhone, almost obsessively.

Speaker 1

And that kind of proved its value, right, showed everyone else how critical it was totally.

Speaker 2

It demonstrated that amazing user experience could be this massive competitive edge. I mean, look what it did for them, helped make them the most valuable public company out there.

Speaker 1

And it's not just about pretty icons on a screen. The design guru Don Norman pointed this out. UX is holistic exactly.

Speaker 2

It covers all the ways a user interacts with a company, its products, its services, everything.

Speaker 1

That definition feels even more important when we move from flat screens into well three D space.

Speaker 2

Oh absolutely, because it stops being just about the software design, and so it's being about designing the entire human experience within them, like digital layer on reality.

Speaker 1

So for you listening, the context shift here is key. We're still designing for these flat rectangles, right, laptops.

Speaker 2

Phones, Yeah, predictable frames.

Speaker 1

But now we're designing for potentially infinite three dimensional space. It demands a completely new playbook.

Speaker 2

It's a huge leap. Designers were comfortable in those frames. Horizontal monitor, vertical phone screen.

Speaker 1

XR just shatters that and introduces all these new ways to interact.

Speaker 2

Spatial interaction, physical gestures, voice commands. These become the core elements.

Speaker 1

And remember responsive design making things look good on different screen sizes. That nightmare just got way worse than three D.

Speaker 2

Oh, it scales up massively. Our sources highlight a really specific tricky detail here about consistency.

Speaker 1

What's the issue.

Speaker 2

Well, it comes down to applying that old two D thinking to a spatial problem. Imagine tapping an AR object on your tablet Okay, a little menu pops up, maybe floats near the object on the screen. Fine, no problem on a handheld display. But take that exact same UI floating the same relative distance and put it in ar glasses.

Speaker 1

Ah, Suddenly it's right in your face exactly.

Speaker 2

It has a devastating effect. As one source put it, it's not just slightly annoying, it's physically disruptive.

Speaker 1

Because with the glasses, the stereoscopic display makes it feel like it's maybe a foot away blocking your view.

Speaker 2

Precisely, it can completely obscure what you're trying to look at, maybe even make your eyes strain or cross trying to focus. The design has to account for that huge perceptual difference. Focal distance becomes critical.

Speaker 1

It really shows the stakes. Bad UX and XR isn't just inconvenient yea, it can kill adoption entirely. And we saw a perfect example of this, not really a technical failure but more cultural Google Glass back in twenty thirteen.

Speaker 2

Oh Google Glass textbook case as sociocultural disaster.

Speaker 1

Really the tech worked more or less.

Speaker 2

Yeah, it was functional, but the market just rejected it hard. And it wasn't about the processor speed or the display qualities.

Speaker 1

It's a camera.

Speaker 2

It was almost entirely driven by privacy concerns that always on outward facing camera.

Speaker 1

People just felt weird about it, like they were being recorded without knowing exactly.

Speaker 2

It created this palpable social awkwardness for the person wearing it and for everyone around them.

Speaker 1

Yeah, you didn't want to be that person, right.

Speaker 2

So Google Glass taught the industry a huge, expensive lesson. An AR device has got to be socially acceptable. You need to be able to wear it in public without freaking people out.

Speaker 1

So you excess to think about the whole social context now, not just the.

Speaker 2

Wearer exactly you're designing for the wearer, their immediate environment, and how other people perceive the device and interaction. It's much broader.

Speaker 1

Okay, So AR had that big social hurdle. Virtual reality VR had more of a physiological one, sometimes quite literally, like that roller coaster.

Speaker 2

Dem oh the VR roller coaster.

Speaker 1

Yes, I remember trying that on one of the early Oculis DevKits. Wow. I think I lasted maybe thirty seconds, had to tear it off you.

Speaker 2

And many others. That demo really captured the core problem simulation sickness.

Speaker 1

Or motion sickness. Basically.

Speaker 2

Yeah, early VR back in the nineties kind of failed partly because it focused on the novelty, the wow factor over actual usability. And even now the stats are pretty sobering.

Speaker 1

What are they?

Speaker 2

Something like twenty five to forty percent of first time VR users get hit with simulation sickness initially.

Speaker 1

That's huge, a massive barrier if you want mainstream adoption totally. So when did things start to click? When did the industry figure out how to make VR usable less nauseating?

Speaker 2

Well, the big moment, the kind of iPhone moment for VR is widely considered to be the Oculus Quest in twenty nineteen.

Speaker 1

Okay, the Quest. What made it different?

Speaker 2

Its success was almost entirely down to a really strong UX focus, user centric design. It was the first genuinely consumer friendly VR solution standalone, easy to set up, and crucially, it brought six degrees of freedom or SIXTYF to the mainstream wireless experience.

Speaker 1

Right sixty of. Let's quickly unpack that. It's key jargon.

Speaker 2

Okay, simply put three degrees of freedom three DF. That's like older mobile VR. You can look around up, down, left, right, tilt your head, pitch y'aw.

Speaker 1

Role, but you can't move your body through the space.

Speaker 2

Exactly sixty of, which the Quest nailed adds movement tracking. You can physically walk around forward, backwards, side to side, even crouch up down. Your real body movement translates into the virtual.

Speaker 1

World, and being untethered wireless made that possible without tripping over cables.

Speaker 2

That untethered room scale movement was just transformative for immersion and presence.

Speaker 1

And that setup process, drawing the Guardian play area, that blue grid that felt like really smart.

Speaker 2

UX absolutely super intuitive. It made people feel safe moving around in this new sixty UF world without you know, smashing into their coffee table.

Speaker 1

So it was safety easy onboarding, nice aesthetics. All Ux wins all Ux.

Speaker 2

But if you want the absolute gold standard for VR usability in a real game, you have to look at Bals Half Life. Alex came out in twenty twenty.

Speaker 1

Alex heard amazing things. It really showed that you need solid usability first before anything else can really land completely.

Speaker 2

Graphics, story, mechanics, they all rely on the foundation of comfortable, intuitive interaction, and Alex tackled the biggest usability problem head on simulation sickness.

Speaker 1

How did they crack it? What was the game changer for locomotion?

Speaker 2

The genius was realizing there wasn't one solution. The key was giving the user options. They didn't force everyone into a single movement style.

Speaker 1

Because different people react differently to VR E motion exactly.

Speaker 2

Some people get sick easily, others develop their VR legs and want full control, so Alex catered to both.

Speaker 1

How did they integrate that perfectly?

Speaker 2

First, they offered teleportation style movement. You just point where you want to go, click and instantly blink there.

Speaker 1

Which avoids that mismatch between what your I see and your inner ear feels no.

Speaker 2

Sickness, right, But for the experienced players, they also offered smooth locomotion that's the continuous movement using the thumbstick like traditional games, So.

Speaker 1

You choose what works for you. The UX solution was accessibility essentially.

Speaker 2

Precisely, it wasn't about finding one magic bullet. It was about acknowledging user diversity and providing choices smart.

Speaker 1

And they tackled orientation too, right, turning around.

Speaker 2

Yeah, because if you're playing seated or just don't want to physically spin one hundred and eighty degrees, smooth turning with a stick can be really jarring and disorienting.

Speaker 1

So that's where snap rotation came in.

Speaker 2

Yes, Alex really popularized this. You can set it so tapping the stick rotates your view instantly and set increments like fifteen, thirty, forty five up to ninety degrees so.

Speaker 1

You can quickly reorient without that dizzy and continuous spin make seeded play comfortable exactly.

Speaker 2

These seemingly small, granular choices about movement and rotation, they're what took VR from a tech demo curiosity to something people could actually use and enjoy for hours. It elevated the whole platform.

Speaker 1

Okay, so key hurdles like locomotion and orientation have been largely solved through smart Ux. Now we need designers to actually build all these new spatial experiences.

Speaker 2

Right, and designing for XR is just inherently more complex than mobile or web.

Speaker 1

Yeah, you can't just use Figma and call it a day.

Speaker 2

Not really. It often requires knowledge of three D modeling software. Game engines like Unity are unreal, and our sources point out that the communication, the handoff between the designer and the developer, it's much blurrier than the clear processes we have for our, say, mobile apps.

Speaker 1

So managing that complexity requires new approaches, new ways of thinking.

Speaker 2

Definitely, and designers are adopting new philosophies and toolkits. One philosophy that fits spatial computing almost perfectly is object oriented UX or ooux ooux.

Speaker 1

Why does that fit so well?

Speaker 2

Because spatial computing is fundamentally object oriented. Everything you see and interact with is well an object in three D space? Okay, So ooux shifts the design focus instead of starting with user flows or screens, the verbs the.

Speaker 1

Action like open file ors, save project.

Speaker 2

Right OUX starts by identifying the core objects the nouns things you find during user res search, like a document, a contact, a product, an avatar.

Speaker 1

So you focus on the document itself first before figuring out all the things you can do with it. How does that help?

Speaker 2

It creates a system that's inherently modular and much easier to scale. If you define the object first, its properties, its behaviors, it's relationships to other objects, you define it consistently.

Speaker 1

Ah So in a spatial world where that document might show up on a virtual desk, or as a tiny icon on an ar notification or projected onto.

Speaker 2

A wall, exactly defining the object ensures its appearance and core functions stay consistent across all those wildly different contexts. It avoids redesigning the same thing over and over.

Speaker 1

That modularity makes so much sense when you're not stuck on a flat page anymore. Okay, And since building happens in game engines, designers need tools to speed things up.

Speaker 2

Frameworks, Yes, frameworks and two kits are crucial for rapid prototyping. Microsoft's Mixed Reality Toolkit MRTK is a prime.

Speaker 1

Example, often used with their HoloLens.

Speaker 2

Right especially Hollins too. MRTK is fascinating because it's really exploring the future of spatial interaction. It heavily supports direct hand tracking.

Speaker 1

So using your actual hands, no controllers needed.

Speaker 2

Right, And it uses interaction metaphors that feel natural because they mimic the real world grabbing, pushing, pulling, even throwing virtual objects, but with added digital affordances.

Speaker 1

And it's not just about function. They focus on making it feel good. The sources mentioned delightful.

Speaker 2

Interaction, Yes, moving beyond just making it usable to making it emotionally engaging. MRTK has modules for things like elastic interaction plastic like bounce Yeah, think bouncy physics based anomations. When a menu pops up instead of just appearing instantly like a harsh two D panel, it might sort of spring into place with a little overshoot and bounce. Huh.

Speaker 1

That sounds subtle, but I can see how it would feel more organic, less jarring.

Speaker 2

It adds a bit of forgiveness, maybe even fun, like a playful little signal or Another example is their pressible three D wireframe button. Okay, it's a virtual button that visibly squishes or deforms when you push it. With your virtual finger, and it often gives haptic feedback if you're using controllers. It adds this tactile satisfaction.

Speaker 1

Making digital interactions feel more physical and playful.

Speaker 2

Exactly, it's about adding that layer of polish and fun that's crucial for keeping people engaged in these immersive worlds, moving beyond just basic task completion.

Speaker 1

Okay, so let's pull this all together look ahead a bit. It really sounds like UX design isn't just like a nice to have for spatial computing. It's fundamental the activator.

Speaker 2

As one source put it, it really is the activator because good UX solves that core problem of user retention. People won't stick with confusing, uncomfortable, or nauseating technology. UAX applies these proven principles from gaming from e commerce to make this emerging tech actually usable and desirable.

Speaker 1

And you mentioned delightful interaction. It's partner seems to be gamification, especially for getting new users comfortable.

Speaker 2

Absolutelyification using game mechanics like points, badges, progress bars in non game context is essential for XR onboarding.

Speaker 1

Why specifically for XR.

Speaker 2

Because the tech is still unfamiliar to many. Interacting with your hands in empty air using voice commands. It can feel awkward or intimidating at first. Users might feel anxious unsure what to do.

Speaker 1

So gamification helps guide them.

Speaker 2

It acts like an invisible helping hand. It directs attention, lowers the cognitive load, and provides reassurance. Can you give an example, Think about apps like Oculus Zone first Steps. It doesn't just dump you in VR. It guides you through simple fun activities, catching virtual blocks, shooting paper airplanes, dancing with a robot.

Speaker 1

Right with little rewards and clear feedback.

Speaker 2

Exactly, That positive reinforcement loop helps users overcome any initial anxiety, builds confidence, and make sure that first experience is positive. It helps turn that potential forty percent drop off from simulation sickness into engaged long term users.

Speaker 1

Okay, but as XR becomes more widespread, more immersive, we need to think beyond just engagement and usability. Right there are new risks.

Speaker 2

Definitely deeper immersion brings potential downsides, addiction, health concerns, safety issues if you're not aware of your physical surroundings.

Speaker 1

Which leads to this idea of mindful design.

Speaker 2

Yes, a necessary focus on responsible design choices things like being extremely transparent about data collection and privacy, especially with all the complex geospatial data needed for the persistent AR cloud, users need to know what's being tracked.

Speaker 1

And also building in features for the user's well being, like we see now with screen time limits on phones.

Speaker 2

Precisely, mindful design means offering digital well being tools, letting users easily set usage limits, take breaks, control notifications, giving them agency over how and when they engage with these powerful immersive environments.

Speaker 1

So UX designers have this added layer of ethical responsibility now.

Speaker 2

They really do mitigating the potential harms of a medium that is, by its very nature designed to capture and hold our attention.

Speaker 1

That ethical to make is huge. And speaking of future impacts, our sources surface this really provocative idea about where AR might take our economy, something with potentially massive consequences.

Speaker 2

Ah, yes, the AR reskinning economy. It's a fascinating concept.

Speaker 1

What's the core idea?

Speaker 2

It suggests that maybe, just maybe we can redirect some of our human impulse for compulsive shopping for acquiring new things towards digital goods instead of physical ones. And if we do that, maybe we can significantly cut down on resource consumption, waste shipping or whole carbon footprint.

Speaker 1

WHOA, So instead of buying a new thing, yeah, you buy a digital look for an existing thing.

Speaker 2

That's the idea. Imagine like, you have an old, ugly dresser you hate. Instead of throwing it out and buying a new one involving wood manufacturing shipping right, you just buy a digital AR skin for it. Through your AR glasses, that ugly dresser looks like a beautiful antique cabinet, perfectly mapped, photorealistic. Maybe only you see it, or maybe you can share that view with others wearing glasses.

Speaker 1

Huh. The physical object doesn't change, but your perception, your stetic satisfaction does exactly.

Speaker 2

The desire for novelty or a different look is fulfilled. An economic transaction might happen buying the skin, but no trees were cut down, no factories fired up, no container ships crossed the ocean for that specific satisfaction.

Speaker 1

The implications are wow profound. Selling digital AR skins for our physical world.

Speaker 2

It raises fundamental questions, doesn't it? Can we actually decouple that feeling of newness and consumer satisfaction from physical production and waste?

Speaker 1

Can a digital appearance be convincing enough, satisfying enough to replace the urge for a physical.

Speaker 2

Object if the digital overlay looks perfect and it provides that same dopamine hit of having something new and beautiful. Have we essentially bought a new item without the environmental cost. That's the really fascinating, maybe even world changing question for you to think about as UX continues to shape this next era of computing

Transcript source: Provided by creator in RSS feed: download file
For the best experience, listen in Metacast app for iOS or Android