
GOOGLE: CARDBOARD DESIGN LAB
Interactive design guidelines for VR, in VR.
This project takes us back to 2015. Google had released the Cardboard headset a year earlier and developers had created all types of content on the platform, from VR rollercoasters to museum experiences and games.
Our goal was to design and develop an experience around guidelines for virtual reality, tailored for the Google Cardboard Platform. We looked at the existing Material Design Guidelines that Google used for 2D interfaces and tried to imagine VR guidelines contextualized in the same way: on the web. This didn’t make sense to us. Instead, we decided to create a VR application where you could experience the do’s and don’ts of VR and get inspired to create something beautiful yourself.
We used massive redwood trees to show how scale can be experienced in VR.
Constellations were used to learn about Gaze Cues and each constellation triggered different audio tones.
To create navigation “affordance” we used light pillars to indicate where you could move to.
The 3DOF Carboard Headset relied on headtracking for selection, and in this lab you learned how a reticle can help you along the way.
Locomotion is still a big problem in VR. Here the user could try 2 different rollercoaster rides and get a sense of this design problem.
This lab was used to learn how it feels to lose head-tracking while looking around in VR.
ROLE & LEARNINGS
My Role.
CREATIVE DIRECTION
ART DIRECTON
WORKSHOPS/EXERCISES
LEVEL DESIGN
SET DRESSING
UI/UX SFX/MUSIC
Learnings.
GUIDELINES FOR VR ONLY MAKES SENSE IN VR
THE LIMITATIONS & POSSIBILITIES OF MOBILE VR
USER TESTING FOR VIRTUAL REALITY
Outcomes.
DEFINED THE GOOGLE VR BRAND
RELEASED ON GOOGLE PLAY
12 WEEKS FROM POST IT’S TO RELEASE
5-10 MILLION DOWNLOADS
UX-AWARD 2015