NAVIGATION PRINCIPLES
DISCOVER INFO IN SPACES
- Select an information point to reveal content with cursor (Cat Flight)
- Open a sequence of text + info + video in the 3d space as 2d panels
- The placement of info icons in the environment encourages you to look around, explore and discover
- 2d cards/panels reveal anecdotes and encourages discovery and exploration of a 3d map (Everest VR)
- Better to not show all the information icons at once, but for them to appear when you get closer, a gamification to encourage discovery.
NAVIGATION MENU
- Menu selection is very clear, the cursor should always be present for selection
- Timeline navigation for entire experience, with cursor so user can skip, go back and forth or repeat sections
EXPERIENCE INFORMATION AT THE APP START
- Info is very clear at the application launch (2d white text on black)
- Suggestion of how to best experience the application ( sit / stand up)
- Tutorials on how to use, navigate and interact with application, what to be aware of (possible difficulties and how to avoid them, i.e. dizziness)
KNOWLEDGE PHASE / INFORMATION SUMMARY
- Text explanation is always first –> Experience 2nd
- Text is always alone at the beginning of a chapter (Apollo 11) allowing users to perceive the message without distraction
GESTURE INTERACTION
- Use a “flashlight” to point and reveal views as seen in theBlu VR, Chernobyl VR Project, and The Mage’s Tale
- Choreography in Miyubi: Moving one’s head in a choreography to unlock special content
USER POSITION DURING THE EXPERIENCE
- Stand
- Sit
- Define Area of play
- Suggestion at the beginning of the application, before story and title
NARRATION PRINCIPLES
EXPERIENCE NARRATION
- Chronological narration – Linear single sequence (Ghost in a Shell, Allumette,Dear Angelica)
- Chronological narration – Chapters (Apollo 11, The Singularity, Miyubi)
- Free mode (god mode in Everest VR and moon exploration in Apollo 11)
- Crescendo in the stories (theBlu VR, Disney’s Star Wars)
- Hologram – real characters filmed and made into holograms (Buzz Aldrin’s Cycling Pathways to Mars, Obduction VR)
- Learning (360 footage in real environments with person speaking to you)
- Arty / Theater experience with no chronological order (Film VR )
TIME
- Time Lapse (speed up) as seen in The People’s House and Through the Ages
- Time Stretch (slow down) as seen in Everest VR
- User manipulation of Time (user can choose to slow down or experience the environment in normal speed) as seen in Ghost in a Shell and theBlu VR
SCALE
- Hyperscale person as seen in Allumette and Rose and I
- Contrast from micro to macro view as seen in Dear Angelica and Disney’s Star Wars
SPATIAL CONTRAST
- User chooses her own scale as seen in Everest VR
MICRO/MACRO
- Lost (Macro robot) – Allumette opening titles (micro environment) – Henry (1:1)
- WOW effect is to see and do something not possible in reality
- Planets (Buzz Aldrin’s Cycling Pathways to Mars)
AUDIO
- Drives the user’s viewing position, it encourages one to look around
- Emotional impact in stories (watching a nature documentary with vs. without the epic music)
EMOTIONAL CONTENT RAISING
- Sound
- Motion
- Height/vertigo/size/gravity Alteration, and Cat Flight
- Displacement in space
- Personification (Miyubi)
- See your body (1st person)
- Visual FX/shaders
- One take (one shooting to record film, as if you were really in the space and the story happens around you in real time)
- Dynamism
LOCATION
- 1 scene showing several places at once as seen in U2 and Kinoscope,
- Menu location (Disney’s home)
CONTENT
CONTENT PRODUCTION
- Film footage 360
- 3D footage 360
- CGI
- Combination of CGI and film VR
- 2d content motion graphic, visual in space (The Singularity)
- Picture in VR
- Flashlight
VIP RECORDED CONTENT
- Narration told by VIP voices as seen inThe People’s House, Notes on Blindness, Through the Ages, Mission: ISS, Buzz Aldrin’s Cycling Pathways to Mars, U2, NYT Take Flight and Kinoscope
2D ANALOGUE IMAGES / FILMS INTO 3D SPACE
- Cut up and layered As seen in BBC Easter Rising
- Framed within a 3D environment, as seen in Apollo 11, Buzz Aldrin’s Cycling Pathways to Mars and Mission: ISS
TECHNIQUES
SCENE CHANGE TECHNIQUES
- Fade out/in
- Camera Aperture
- Eye Opening (blink)
- Appearing/Disappearing by building scenography elements (from a static point of view)
MOVING/EXPLORING IN THE APPLICATION
- User doesn’t move
- Things / stories change all around (BBC Easter Rising, Allumette, theBlu VR)
- Users advance in space by predetermined designed path (Ghost in a Shell)
- User move in space, jumping from one point to another (Everest VR, Farlands and Storm)
TYPOGRAPHY
- Art direction of Typeface related to the theme of the application (Miyubi // 80s style)
- Readability/Anti Alias
- Layout design (Miyubi interface as mask)
- Info in space (subtle backgrounds)
SPECIAL FEATURES
- Slow moving camera –> bring something dynamic to an audio narration
- Drawing/building in a scene (Dear Angelica)
- Triangulation moving/appearing/disappearing (texturing / dynamism) (as seen in BBC Easter Rising)
- See yourself in the environment (your shadow in BBC Easter Rising, your moving head in the TV in Miyubi)
- 2d content motion graphic, visual in space (The Singularity)
FRAMING
- Framing the Point of View in a diorama-like way, as seen in Kinoscope, Hovering, Everest VR and Buzz Aldrin’s Cycling Pathways to Mars
- Void (negative spaces) Dear Angelica, The Singularity, and Notes on Blindness
OVERTURE
- Images / portrait frames appearing to introduce the story (Henry)
- Extraction of the essence of the story (Allumette // peering through many windows)
- Metaphor
- Cinema frame (Everest VR)
- Film to present original content (Apollo 11 // J.F. Kennedy speech on a tv screen and projector)