Oculus / 6DoF Meta-control framework
WHy
Lead the design for platform components that are specifically focused on 6DoF interaction and spatial interfaces.
how
3D and 2D design
Platform OS design
Art direction
Object Hierarchy
Rift 2.0 started with a single object focus, but as we grow the OS to host user generated content, we need to construct more holistic object hierarchy (similar to a filing system).
Interaction pre-viz and prototype
We have a pretty good insight into traditional ways of navigating through object hierarchies (e.g. tabs, breadcrumbs and etc) and some of them are adopted in our VR ecosystems. So Kenny and I looked into ways to express hierarchy in a more gestural 6DoF native approach.
Hypothesis
We can leverage proximity and proprioception to evaluate a gesture to understand if the user wants to see detail or abstract.
Parameters
Detect the intent to traverse hierarchy
Evaluate thresholds of push and pull to enter and exit info layer
Understand vfx, sfx and haptic affordance to guide manipulation
Calibrate how to have gestural fluidity (being able to complete multiple intent in one go)
Context Menu / 2D info
As we work towards an OS system, we need to:
expose metadata (platform or user imported)
access platform level features (e.g. share, like and etc)
Interaction Pre Viz + Prototype
Together Kenny (prototyper), we validated a number of gestural efficiency parameters:
Accessibility
Ambidextrous (grabbing the card on either side will flip the buttons to the opposite side)
Single hand operable (gesture to summon/dismiss and interacting with buttons)
Precision
threshold to activate and dismiss
minimising conflicts (particularly with social gestures)
target precision for a range of target size
respect the spatial relationship between target and card
Ergonomics
optimise for wrist movements over shoulder rotation
lazy mode
Visual design components
The initial proposal supports the 3 core elements in our VR ecosystem:
Objects (imported or built-in)
People (avatars)
Environments (spaces or applications)