Introduction
This blog post aims to explore immersive prototyping and experiences through a range of development tasks exploring different software. Each exercise will make use of immersive design principles, including User Experience (UX). A discussion of design considerations regarding the use of a 360-degree canvas will enrich my knowledge of immersive design.
Examples of 360 Immersive Design – Initial Research
The research below provided me with inspiration and prior knowledge of immersive user experience (UX) principles to consider when designing my own experiences. The use of narratives, sound and lighting effects enhance each of the 360VR experiences, therefore depicting a more realistic experience when wearing a VR headset.
The use of 360 immersive videos can also be used to experience real life situations as observed in the 360 images below of Hull and surrounding areas. This type of 360VR experience could be useful for people who are unable to physically visit places.
Link to 360 immersive video/image – http://www.360cities.net/image/queen-victoria-square-hull-1#335.49,16.32,70.0
Link to 360 immersive video/image – http://www.360cities.net/image/humber-bridge-at-sunrise#329.98,7.58,83.9
Week 1 – Exploring the 360 3D VR Camera in Maya
Setting up the 3D workspace settings and VR Camera in Maya
The below screenshots show the process of setting up the VR camera settings in Autodesk Maya. Ensuring the camera setting are altered before designing an experience guarantees that the correct versions of renders are exported at the end.
Maya 360 Cinema Experience – Design Development
The below screenshots explore the design development process behind the final 360VR cinema experience in Autodesk Maya and Premier Pro.
Narrative for Immersive Design
The below storyboard, effectively communicates the goals of the final 360VR story sphere/video.
What makes an effective VR story?
An effective VR story/experience embraces reality as we know it. The artificial experience heightens the feeling of presence and the user feels as though they are really there, exploring a spatial environment that otherwise wouldn’t be an attainable real-life experience. There are multiple user experience factors to be considered when designing an effective and immersive VR experience, a few of these include, human centered design approach, perspective, and plot.
The human centered design approach
The human centered (HCD) design approach considers three aspects including desirability, viability, and feasibility.
Desirability – Refers to the user experience and the three levels of emotional design, visceral, behavioural, and reflective design. Andreas Komninos articulates Don Normans three levels of emotional design in an article that refers to visceral design as animalistic influences of the human mind. These influences are almost uncontrollable emotions or actions. Behavioural design refers to the controlled aspects of human action. Conscious decision-making investigates suitable outcomes, most likely to prove effective overtime, with little to no effort. Reflective design refers to human reflection of conscious thoughts. Learning new concepts, systems and generalisations about the world, (Komninos, 2023). User experience can also be described as pragmatic and hedonic which refer to the utility and usability of a product or service and the pleasures of use, (Tong et al., 2022).
Viability – refers to the aspect of designing a product or service that is not only desirable but also realistically obtainable practically and financially. Viability is also closely related to filling in gaps in the market. It is extremely important to evaluate whether there is a genuine need or demand for the product or service. It is vital to understand the market, target audience and competition.
Feasibility – refers to the practicality of design. It involves assessing and concluding weather the product or service can be realistically developed, produced and maintained with consideration to technical limitations such as hardware and technology.
POV perspectives & 360 plots
Point of view and perspective is crucial in virtual storytelling as it directly affects the user and their experience. In 360 storytelling it is important to allow the viewer to look in all directions, this aids in depicting dynamic scenes/narratives.
Link to final 360 VR Immersive Cinema Experience – https://www.youtube.com/shorts/RZ7uf8FEiHg
360 Immersive Cinema Experience – VR Video
Taking into consideration the elements discussed above I have developed a 360VR cinema experience using Autodesk Maya and Premier Pro. Throughout the video the viewer experiences sounds related to a cinema experience, including laughter, whispering, popcorn and drinks cans. These audio considerations aid in creating a dynamic scene. The cinema design uses dome lighting systems that have been altered, intensity and colour wise, to create a darker and more cinematic experience. This concept could be used in real life to give users a chance to experience the cinema that otherwise couldn’t due to health or social restrictions.
360VR Cinema Experience – Scope Limitations
Limitations encountered when developing the 360VR video include my limiting Maya knowledge. I would have liked to add figures and a film into the scene to aid in creating a more realistic experience although I couldn’t figure out how to do this. If in the future I have more time to spend on this task I will learn how to implement these limitations.
Exploring Maya MASH Networks
Following Introduction to Mash Canvas Tutorial
The below screenshots show the process of developing the MASH animation in Autodesk Maya and Premier Pro from the Canvas tutorial.
Basic Mash Animation
The below animation of crystals exploding towards to camera could be used throughout VR experience to communicate explosions in many different scenarios. MASH allows you to create quick animations that use instanced networks. These animations can be easily edited and manipulated using the different nodes available in Autodesk Maya.
Abstract Tunnel Effect
The below screenshots show the process of developing an abstract tunnel effect using MASH networks in Autodesk Maya. This effect could be useful when designing surreal virtual reality (VR) experiences. This effect could be used to communicate going ‘down the rabbit hole’ in an Alice and Wonderland VR experience.
Week 2 – Exploring WebVR
Spaces Initial Inspiration Pinterest Board – https://www.pinterest.co.uk/AriGraphicDesign/emerging-technology/spaces-inspiration-framevr/
Upon entering the FrameVR experience I was prompted to create an account and an avatar. Once I had completed the initial signup steps I was placed into a world of my choice. I began initially experimenting with the space, adding in images, text and objects to form a small gallery space. FrameVR has the potential to be used for fully immersive and interactive portfolio experiences. Comparing this to the 360VR video experiences previously discussed WebVR can be fully interactive. Providing interactive elements fully immerses the user in the VR experience, providing them with options and the ability to physically explore aspects of the design.
FrameVR Experience link – Hull Avenue Cafes – FRAMEVR
The below screenshots show the development of my own WebVR experience which explores a few cafes in the Hull, Avenues area.
The café WebVR experience explores recommended cafes in the Hull, Avenues area. Adding in 3D assets to complement the café experience, enhances the VR experience and creates a gallery type of experience showcasing, coffee cups, coffee stands, menus, and more. These additions fill up the space and make it more three dimensional and dynamic. The addition of sound effects creates a sense of realism, immersing the user in the environment around them. Adding in interactivity would have made the WebVR experience fully immersive, considering aspects of interactive elements will enhance the experience further when designing future WebVR experiences.
References
3D VR 360 Videos (2021) 360 video | Shark VR experience3D, YouTube. Available at: https://www.youtube.com/watch?v=kLVajtkrG_4&t=6s (Accessed: 27 October 2023).
Anderson , S. (2010) Humber Bridge at sunrise, hull, england 360 panorama, 360Cities. Available at: https://www.360cities.net/image/humber-bridge-at-sunrise (Accessed: 27 October 2023).
Bosch , V. (no date) 90,000+ free sound effects for download – pixabay – pixabay. Available at: https://pixabay.com/sound-effects/ (Accessed: 28 October 2023).
Campbell, J. (2023) I tried princes ave’s new venue and it’s perfect for the street, Hull Live. Available at: https://www.hulldailymail.co.uk/whats-on/food-drink/tried-princes-avenues-latest-venue-8152592 (Accessed: 06 November 2023).
Hall, D. (2022) Popular Hull Coffee Shop is up for sale, Hull Live. Available at: https://www.hulldailymail.co.uk/whats-on/food-drink/hulls-popular-planet-coffee-up-6621792 (Accessed: 06 November 2023).
Herlingshaw, B. (2020) Nick Cobley on dive hu5’s resurgence post-lockdown, Soundsphere magazine. Available at: https://www.soundspheremag.com/news/culture/venue-spotlight-dive-hu5/ (Accessed: 06 November 2023).
Komninos, A. (2023) Norman’s three levels of design, The Interaction Design Foundation. Available at: https://www.interaction-design.org/literature/article/norman-s-three-levels-of-design#:~:text=Don%20Norman%20proposes%20the%20emotional,visceral%2C%20behavioral%2C%20and%20reflective. (Accessed: 03 November 2023).
Pixabay (no date) Free cafe sound effects download – pixabay. Available at: https://pixabay.com/sound-effects/search/cafe/ (Accessed: 06 November 2023).
Pixabay (no date) Free laughing sound effects download – pixabay. Available at: https://pixabay.com/sound-effects/search/laughing/ (Accessed: 28 October 2023).
Pixabay (no date) Free popcorn sound effects download – pixabay. Available at: https://pixabay.com/sound-effects/search/popcorn/ (Accessed: 28 October 2023).
Pixabay (no date) Free whisper sound effects download – pixabay. Available at: https://pixabay.com/sound-effects/search/whisper/ (Accessed: 28 October 2023).
Showler , L. (2011) Queen Victoria Square, Hull 360 Panorama, 360Cities. Available at: https://www.360cities.net/image/queen-victoria-square-hull-1 (Accessed: 27 October 2023).
Tong, Y. et al. (2022) A data-driven approach for integrating hedonic quality and pragmatic quality in user experience modeling, ASME Digital Collection. Available at: https://asmedigitalcollection.asme.org/computingengineering/article-abstract/22/6/061002/1139685/A-Data-Driven-Approach-for-Integrating-Hedonic?redirectedFrom=fulltext (Accessed: 03 November 2023).
Vicinity360 (2020) 360° VR spacewalk experience | BBC Home, YouTube. Available at: https://www.youtube.com/watch?v=hEdzv7D4CbQ (Accessed: 27 October 2023).
Young, D. (2023) Rising bills claim another victim as ‘wonderful’ café to close, Hull Live. Available at: https://www.hulldailymail.co.uk/news/hull-east-yorkshire-news/rising-bills-claim-another-victim-8285903 (Accessed: 06 November 2023).