vr

CREATIVE
EXPERIENCE
DESIGN




The user experience of virtual reality should be as experiential as the end experience itself, whereby each interaction point and navigation system is another immersion into the reality the explorer has entered. 



VIRTUAL REALITY AS THE ULTIMATE TOOL FOR EMPATHY AND PRESENCE WILL FUNDAMENTALLY TRANSFORM OUR SENSE OF self IN THIS REALITY, CONNECTING US CLOSER TO OURSELVES AND OTHERS WHILE EVOLVING HUMANS INTO VESSELS FOR TRUER UNDERSTANDING.

DESIGN for vr.

dont recreate reality

the opportunity is ours to create something purely inventive, imaginative, original. We must use the tool to reimagine reality, not merely recreate it.

the experience does not start in the headset
the experience begins and ends in the physical and digital realms long before the headset is on.  designing for this platform is considering the entire experience around the hardware - as the hardware doesn't drive us - the real world does.

forget about 2d
thinking about design paradigms for web will only limit us in a world where no rules exist. This is our playground, our opportunity to start with a blank canvas and create something new. leave 2d where it belongs - on the screen.

design to strengths

the experience must suit the medium. like mobile first - design to the strengths of the device and scale the experience up and down according to device capabilities.

start with emotion
emotion directs experience. start with the question - How do you want the explorer to feel?

test early test often

concept in 2d, build in 3d. it will be the only real way you know something works.
AN EXPERIMENT IN
BECOMING A
CO-FOUNDER>
AN EXPERIMENT IN
BECOMING A
CO-FOUNDER>
4 min| When self and purpose collide
3 min| Dealing with human curiosities in VR
8 min| First life in High Fidelity
3 min |BEING OKAY WITH FEELING UNCOMFORTABLE
RE-CREATING AN ARTISTS WORLD >

DESIGN process

DISCOVER |
/
DEFINE |
/
DESIGN |
/
DELIVER |
/
Market research
User researchD
Design research
CUSTOMER JOURNEY MAPPING
EXPERIENCE / PRODUCT STRATEGY
business canvas MAPPING
Interpret findings
Frame opportunities
Define  vision for the product/service.
Strategy and plan; why and how.
sketching
CO-DESIGN WORKSHOP
USER PERSONAS
USER FLOWS / JOURNEY MAPPING
SITEMAP / IA
PRELIM WIREFRAMES
PROTOTYPE
USER TESTINg
REFINE AND BUILD
SHIP
CLIENTS
AGENCIES
START-UPS
RELAX VRSTAGE VR
SLOTH 360OPENSPACE

UX

VX