How might we guide the virtual reality user so that they can move without fear / anxiety in the virtual world?

Brief
Entertainment is having great changes and is constantly evolving thanks to the use of technology, macro-trends point to applications of great impact in this industry through virtual reality and its implementation to generate new experiences.The design through observation and research methodologies allows us to understand and detect problems, which helped to identify that some people who use this form of entertainment, experience feelings of anxiety and fear as they move through the real world immersed in a virtual reality.
Role
Design Strategist
Photo by Hammer & Tusk

Design Process

Creative Process

Discovery

Trends in the industry were investigated to understand all the elements that are needed for an experience with virtual reality, supported by contextual observations and ethnographic research, we could experiment and gather information that would allow us to know deeply the technology, its applications and implications in users.Interviews were conducted with users and with personnel who manage these recreational experiences.

Creative Process
Discovery

Define

The information in the research phase was analyzed, and through the use of ideation tools design challenges were developed to guide the creative process.

The biggest problem of virtual reality is that there is a anxious to know what happens in the real world.
Interview Guide
Immersion
Immersion
Design statements
Creating Journeys

Converge

User and stakeholder understanding was important to develop empathy maps and detect insights.

Interview Guide
Business model
First tweet

Develop

Several design and redesign proposals for both physical and virtual elements were prototyped, storyboards were created with which physical prototypes were validated and tested with users to gather information and analyze it.

Interview Guide
Generating ideas
Sketch

Deliver

Usability tests were performed and the iteration of the prototypes were made in order to validate the hypothesis created in the previous phases.

Creative Process
Creative Process
Prototyping

Results

The anxiety detected in virtual reality users is product of the isolation to which they are exposed during the virtual activity. The lack of spatial relationship reduces immersion within virtual reality and increases stress on the user.

Another cause of the anxiety detected in the users is the poor range of vision provided by the viewers, particularly in virtual reality activities that involves risk, like games. The results show how people who use current viewers collide with real-world objects; while with the prototype the range of vision increased with respect to the real world, achieving a sense of security that was reflected in more natural movements within the space.

Talk about past and futures projects