(Due to Non-disclosure Agreement, I can only put design process and brainstorm ideas in this blog)
To design interaction with 3D virtuality, we thought of the real physical shopping experience as well as how people shop using technological interface.
When designing interactions with 3D, apart from real-life, we considered gestures drawn from:
To create an emerging experience, we try to be closed to real-world scenarios to display products, rather than using traditional UI elements
Selecting includes both remote selection and direct pick. Apart from examples such as spotlight in DayDream, we came up with other metaphors that are unique to our system.
We used participatory design
to design exit gesture. We asked participants to perform any gesture to go back to home page. The result indicates following actions are commonly performed:
We did several rounds of test to understand how user directly manipulate virtual objects in mid-air. We had some findings when we bring user’s hands on the Unity prototype:
1. As the physical attribute of the product maybe not uniformly distributed, user would expect gravity plays an role.
2. When user’s physical hand approaching, it may confuse eye focusing, thus affecting stereoscopic effects.
One trade-off we made is to put the pop-out object in a bubble-like container.
We tried two types of rotation techniques, and in the end we combined them to make the movement matches user’s perception:
• Follow hand movement, seems like it is attached to hand.
• Swipe the ball, the ball rotates in the the same direction of swiping. The faster user swipes, the ball rotates more and faster.