Project to create an MVP VR experience, using Hololens, to help a product area to sell the use of VR to promote products and services inside their company, even by creating awareness of the technology.
Project to create an MVP VR experience, using Hololens, to help a bank product area to sell the use of VR to promote products and services inside their company, even by creating awareness of the technology.
The main challenge was, at the first, run a series of interviews and observation sessions to understand how potential users were interacting with the device/ Hololens and how we would be able to create a fun and meaningful experience using all the resources that VR could offer.
In a second moment, we checked the interaction of users with 3D elements and devices, such as the button (Hololens accessories) and how they were responding to voice over, copy, instructions and sound.
Sketching was an essential part of the project, because made us review the need for different elements that would compose the experience: sound, 3D shapes, background sound, voice over, scenario.
Most of the users were using a virtual reality device for the first time, and this gave them a insecurity and excitement, depending on their level of confidence on the use of new technologies. People were also always expecting to have fun with the experience since most of VR experiences have many game and interactive elements.
Sketch and wireframe were essential for support the delopment team about how the componets should be disposed.
After the sketch phase, I decided to create a wireframe that should also work as a library, describing components behavior, and when the step needed a user input or interaction, and also detailing sound, voice over, presence or nor of 3D components.
We decided to create a short tutorial instead of using Hololens standard tutorial, in order to keep the user inside de same experience /app since the beginning.
When we tested with users use Hololens tutorial, we realized that they felt frustrated by having their experience stopped to change the app in the end of the tutorial.
To complete the experience the users also needed to interacte with a button, what we saw that it was more sucessfull at this point of the experience than mouse over.
So many lessons learned since I had never had worked with Hololens before this project. At the same time, the feeling that doesn't matter the device, if you're designing with the focus on users the methodology that you had used in the past for other platforms can also be used the defined your user goals, needs and feelings, and help you to take better design decisions.
If I could highlight some final thoughts about it they would be:
• Keep the goal of the experience alive
• Everything related with VR is still pretty new for users, even confident web users
• Tests, tests and more tests: user response to sound, graphics components, voice over, voice command x gaze x click.
• Device experience x video