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.
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.
User and stakeholder understanding was important to develop empathy maps and detect insights.
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.
Usability tests were performed and the iteration of the prototypes were made in order to validate the hypothesis created in the previous phases.
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.