Abhinit Parelkar - UX/Interaction Designer
ABHINIT PARELKAR

Deep Waters - VR App

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Deep Waters - VR Experience

Duration: December 2018

 
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Deep Waters

UI/Interaction for Three-dimensional Space.

 

OBJECTIVE

This is a fun project that explores the possibilities of interaction design in VR. The objective was to understand the perception of the three-dimensional space and to design a user interface that corresponds with users’ motion and touch input.

The Virtual Reality technology granted me an opportunity to create an immersive environment to experience the underwater creatures in a 360 degree-video, delivered through an interactive interface.

I designed the experience utilizing the following modalities:

  • Visual: Motion, Animation, Visual cues/feedback, Angles & placement of the object for accurate perception (X,Y,Z axes).

  • Audio: Audio cues/feedback, Ambient audio.

  • Haptic: Touch input feedback.

LIMITATION

Navigation method: Head motion (X,Y axes).

Input method: A click.

DEFINING INTERACTIONS

PROTOTYPING

The above image gallery provides an overview of the design & build process from start to end.

Note: The rendering of the interface elements in the images aren’t sharp because of the difference in the perception from the stereoscopic rendering using the Google Cardboard vs the perception from the camera preview in Unity Editor. Google Cardboard lenses magnifies the interface elements and shifts the placement of the objects a step closer to your vision.


PLAY

Note: The haptic feedback (phone vibration) has been indicated by “Haptic feedback” label under iPhone screen recording, which appears during touch input.


TECHNOLOGY

  • Unity - video game engine, C# scripting, Google VR SDK for Unity,

  • Sketch,

  • Google Cardboard.


PROJECT REPOSITORY

https://github.com/abhinitparelkar/deepwaters.git

LESSON LEARNED

A required challenge for a designer who designs human-computer interfaces/interactions.
This project helped me to gain a perspective of a three-dimensional space.

The “head motion” and a “click” being as the only navigational and input methods for the interaction, it was significant to focus on how the experience would be rendered and perceived by the vision, hearing, and haptic senses.


 

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