Ideation in VR: Interaction Principle
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Ideation in VR: Interaction Principle

Creating meaningful interactions that feel organic, intuitive, and captivating is critical when designing for XR. And the question is, how do we interpret "good enough" interaction in a 3D spatial context?
Norman's Principles of Interaction Design can help with that. Originally created to guide user interaction in screen-based interfaces, they are very applicable, especially when adapted for immersive contexts such as virtual reality and augmented reality.
Designers must take the basic interaction concepts as a guide in order to produce VR experiences that are user-friendly, effective, and immersive. Let’s see what the key principles are that offer crucial elements for user-centered experiences.
We can take the example from this VR game: Metro Awakening, which is a story-driven first person adventure built for VR that blends atmospheric exploration, stealth and combat in the most immersive metro experience.
  • 1️⃣ Discoverability:
    • Discoverability refers to how easily users can find and understand available actions in a VR environment. Maintain the consistency of affordance, unambiguous signifiers, and appropriate constraints.
      Example:
    • Implement glowing effects or outline strokes on interactive objects.
    • Provide guidance through onboarding experiences, tooltips, or tutorials.
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  • 2️⃣ Affordances:
    • The perceived properties of an object by the users that suggest its possible use. In VR, affordances must align with real-world experiences to maintain immersion.
      Example:
    • Ensure virtual tools mimic their real-world counterparts in function.
    • Allow objects to respond to natural hand gestures (e.g., grabbing a lever with a fist motion).
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  • 3️⃣ Signifiers:
    • Signifiers help users understand how to interact with elements by providing clear indicators. Since VR lacks traditional UI elements like toolbars, signifiers play a crucial role in guiding users.
      Example:
    • Use state changes, colors, icons, or floating labels to indicate interactivity.
    • Provide sound cues or vibrations when an interaction is possible.
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  • 4️⃣ Constraints:
    • Constraints limit user actions to prevent errors or confusion. In VR, constraints ensure that users interact with elements in a way that aligns with system capabilities and real-world logic.
      Example:
    • Limit interaction zones to prevent unrealistic actions (e.g., grabbing an object too far away).
    • Use collision physics to prevent users from passing through walls or objects.
 
  • 5️⃣ Feedback:
    • Communicate the result of an action or status of a task with timely and prioritized feedback through visual, audio, or motion cues.
      Feedback informs users that their actions have been recognized and helps reinforce correct interactions through visual, audio, or motion cues.
      Example:
    • Use visual effects (state changes, color shifts, animations) to confirm actions.
    • Provide audio cues (e.g., a metallic clang when dropping an object).
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  • 6️⃣ Mappings:
    • Establish connections between user controls and outcomes, bridging the gap between hardware- and software-defined interactions.
      Mappings refer to the relationship between user actions and their effects in the environment, bridging the gap between hardware and software-defined interactions so it feels intuitive and predictable.
      Example:
    • Align hand movements with expected real-world behaviors (e.g., rotating a knob instead of pushing it).
    • Use consistent input methods across different interactions (e.g., grip to grab, trigger to activate).
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  • 7️⃣ Non-Spatial Mappings: 
    • Not all VR interactions rely on direct spatial movement. Non-spatial mappings allow users to interact with the environment through abstracted controls or gestures.
      Example:
    • Use gesture-based shortcuts (e.g., grab the backpack with the left hand from the left shoulder).
    • Design context-aware button mappings (e.g., the same button performs different functions based on user context).
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  • 8️⃣ Compliance: 
    • Align interactions with expectations, senses, and real-world behaviors to enhance the naturalness and intuitive quality of VR experiences.
      Compliance ensures that VR experiences follow industry standards for usability, safety, and inclusivity. Poorly designed interactions can lead to user discomfort, fatigue, or even health risks.
      Example:
    • Follow ergonomic design principles to minimize strain and fatigue.
    • Implement anti-motion sickness techniques, such as teleportation movement options or stable reference points such as attached gas mask

References:

  1. Don Norman’s Interaction Principles, Norman’s Principles of Interaction Design
  1. Metro Awakening is a first-person shooter developed by Vertigo Games and published by Deep Silver.
 
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