TECH Cinema 4D, Unity
SKILLS 3D Modeling, Interaction Design for VR, C#
MEDIUM HTC Vive game
EXHIBITION MFADT Thesis show 2017, Interactive Showcase
Virtual reality brings back texture and volume to digital assets we share. We are so used to sharing images, video and text via social media, so why not share space and objects in VR? With my thesis project, Living Room, I’m trying to create an intimate shareable virtual space that brings distant loved ones together.
We share a lot of digital content in the age of Internet. What we share defines who we are, and our relationship with the others. After researching into the industry of VR, I can't help but ask: what are we going to share next, when the medium we use transforms from 2D flat screen into 3D holodecks? And inside such virtual space, how might we create engaging experiences for people to communicate and collabrate? That's where the Living Room project started.
Imagine your new friends from work invited you over for a cup of tea.
When you come in through the door, you know how to close the door, sit on the sofa, pour yourself tea, and perhaps even find yourself to the bathroom. How do we manage to know what all these objects are for and how the space functions? The truth is human knowledge comes from subconsciousness.
Now, after you stayed for a while and get yourself comfortable, you start to absorb the room around you. You can learn so much about the person living in the room by looking at it -- their hobbies, taste and relationship status.
After a while you decide to move in with these amazing friends. And of course you want to bring your dollhouse with you so everybody can play with it together. Now the room becomes a collaborative space and a communication device among you and all your roommates -- the room will grow with you and your relationship with your friends.
The room is so magical. Why not have it in VR? Virtual reality brings back texture and volume to digital assets we share. We are so used to sharing images, video and text via social media, so why not share space and objects in VR? With my thesis project, Living Room, I’m trying to create an intimate shareable virtual space that brings distant loved ones together.
Affordances for VR UX
The experience aims to utilize everyday objects as UI elements in Virtual Reality, to craft an intuitive space with elements of novelty and surprise. The affordance users recognize throughout the room will help them navigate through different functionalities, and eventually becomes part of a shared language between the two. The affordance users recognize throughout the room will help them navigate different functionalities of the room. Affordance is yet the most organic and intuitive way to build VR UX.
One challenge in room scale VR is to navigate limited space. The room I designed has multiple triggers for users to teleport into worlds. The painting on the wall is a secret park that lets you make art by sculpting 3D shapes.
You can also build a castle together and teleport yourselves inside.
The snowglobe serves as a scene transition device. Users know how to shake a snowglobe automatically, and out of surprise, it will teleport them into the scene inside of the globe. The second time they say the snowglobe in the experience, they will know what to expect out of it -- another example of affordance.
A ROOM THAT GROWS WITH YOU
The Living Room alters itself as the users interact in it. The changes you make will be saved for your friend to discover. overtime, the room will feel like a part of your home -- a place you check back into and cares about.
PARSONS MFADT 2017 INTERACTIVE SHOWCASE
PARSONS 2017 MFADT THESIS SYMPOSIUM PANEL