When it comes to games in Virtual Reality (VR), User Interfaces (UI) require peculiar attention, since they imply different interactions and uses than games experienced on two dimensional screens. Through the examination of the case study Run of Mydan, a first person single-player and multiplayer flying VR shooter, we discuss and ruminate on VR UI, and its influence on players in terms of UX (user experience). Drawing specific attention on affordances, usability, discoverability and feedback, we analyse how the developers of this game dealt with the UI as embedded into the environment or displayed on the avatar’s body. We focus on how a diegetic interface facilitates the player in effortlessly understanding the virtual world and reaching immersion. Based on the findings, we conclude that UX benefits from the intuitive diegetic solutions that the developers adopted, providing support for the “zero interface” approach in conveying information in virtual, three dimensional environments.

Things from another world. vr, ui and ux through run of mydan

Mariani I.;Mattiassi A.
2018-01-01

Abstract

When it comes to games in Virtual Reality (VR), User Interfaces (UI) require peculiar attention, since they imply different interactions and uses than games experienced on two dimensional screens. Through the examination of the case study Run of Mydan, a first person single-player and multiplayer flying VR shooter, we discuss and ruminate on VR UI, and its influence on players in terms of UX (user experience). Drawing specific attention on affordances, usability, discoverability and feedback, we analyse how the developers of this game dealt with the UI as embedded into the environment or displayed on the avatar’s body. We focus on how a diegetic interface facilitates the player in effortlessly understanding the virtual world and reaching immersion. Based on the findings, we conclude that UX benefits from the intuitive diegetic solutions that the developers adopted, providing support for the “zero interface” approach in conveying information in virtual, three dimensional environments.
2018
CEUR Workshop Proceedings
Games; Immersion; User Experience; User Interface; Virtual Reality
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11311/1118546
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