First, the purpose
We are a VR design team, responsible for the design of the company's VR products. This is what our team is currently doing. It explores and builds a more complete VR design process. The focus is on the research of design tools and the process of work. The aim is to improve the work efficiency and output quality of the VR design team. . In the actual VR projects continue to optimize, but also welcome everyone to put forward a variety of ideas and suggestions.
Second, what to do?
Sorted by priority, divided into four parts:
1. Workflow, the content and division of labor that each role needs to pay attention to in the team.
2, the use of design tools.
3, user research methods, user needs management.
4, design principles (design specifications) induction and establishment.
As shown below:
The following is a detailed description of the contents of the four sections.
| Clear division of responsibilities
1. Establish workflow: According to the VR design of each major link of the process and methods of coordination, draw the flow chart.
2. Combing work content: It mainly includes the duties, main outputs, and cooperation methods of all parts of the process.
Define the scope of responsibility and output of each function in the VR project design. Through the actual project, we gradually established the normative templates for each output and standardized the project process.
| Use of design tools
1. Research and determine which tools need to be used for design and trial.
2. Train the entire staff for the main tools and master the basic use of the tools.
Why do all designers have to master 3D design tools?
The traditional 2D design software (such as Axure) can not quickly and conveniently show the design ideas of 3D space products, and do 3D things under the restrictions of 2D. The procedures are cumbersome and there is no way to iteratively modify.
Therefore, it is very necessary for all design links to master the use of the basic 3D tools.
How to create spatial three-dimensional thinking?
The best way is to use 3D design software to design. In the design process, the traditional 2D designers can well expand their thinking to show in space. In addition, the basic learning and use of the game engine (Unity) can also help everyone learn and understand the principles of design and implementation of 3D games and VR products, so as to prevent designers from designing content that cannot be achieved.
| Establishing Research & Requirements Pool
Establishing a pool of research requirements: Establish a framework and content plan for user research in VR direction and VR user needs, and organize ijb processes and demand pool templates.
Why do demand pools?
The acquisition and conversion of demand is an important task in product design. In the course of our previous user research work, we often weakened the refinement and consideration of the demand part. We believe that the demand feedback from users in research is the real user demand. However, the use of research and demand design is common, in fact, the integration of water and soil.
The establishment of a demand pool can more specifically understand what virtual reality users really need, transform the needs acquired by research methods such as user portraits and story versions into demand pools, and organize and precipitate demand, which is beneficial to us. In the later period, the product is designed quickly and accurately.
| Design Principles, Specifications
The formulation of the design specification framework: Establish the framework of the VR design specification and enumerate the contents and directions involved in the VR design specification.
Most existing VR products are not very mature. We know that the most important thing about the product experience is to maintain normativeness and unity. Virtual reality products are different from traditional Internet products. Designers are concerned not only with the impact of visual images on users, but also the sound, touch, and space control methods will have a huge impact on the user experience of VR users.
Currently available interactive specifications include Google's Cardboard interactive design specification, which is only for mobile VR devices.
Therefore, we hope that in the study and research of VR user experience, we can summarize and find out which principles are good and suitable for VR products.
Initially considered the direction that the specification generally involves:
The follow-up task is to establish norms and templates for each direction, gradually fill in the content, and continue to iterate.
Create a library of specification components and reuse the same design content.
Third, a clear division of responsibilities
Below, I will explain the content of the work of several major links. In the following articles, I will elaborate on the specific content of each link.
product designer
main mission:
1, functional design.
2, scene planning (a few scenes).
3, VR scene construction (scene plan).
Deliverables: Demand design specifications, scenario planning instructions, and floor plans.
details:
1, functional design. What are the functions that the product should implement and what the business logic behind the function is.
2. Scenario planning. Divide the different scenes to be listed and output the scene list.
3, VR scene construction. Describe the functions and business logic that need to be implemented in each scene. Draw a 2D scene plan. The figure should contain all the objects in the current scene.
Function Design List + Scene List + Scene Description = Output Complete Document (Product Requirement Specification)
Interaction Designer
main mission:
1ã€3D scene optimization design.
2, interactive process design.
The main tools: C4D, Axure.
details:
1. Optimize the 3D scene and build a 3D scene prototype (C4D completion).
2. Refine the 3D scene.
3. Design the interaction design process and complete the interactive design prototype documentation (add screenshots directly to Axure using C4D).
Each scene is strung together and an interactive prototype is completed.
Interface Designer & Art Settings
2D Art Concept Draft: Conceptual Drawing of Art Scenes, Roles, etc.
FUI: Design and output mainly for FUI plane resources.
3D Resources & Development
Output 3D resources according to design drafts and art settings, and output them to the subsequent development process.
Finally, the full functionality of the product is achieved through development. Due to space limitations, the following sections will be specifically described with examples in later articles.
Lei Feng network (search "Lei Feng network" public number attention) by: Author of this article Shang Hongwei, NetDragon VR interaction designers.
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