Oculus Quest UX/UI Redesign

Reimagining the capabilities of virtual reality with true immersion.
TEAM
RESEARCH
Project Duration: 2 Months

Research + early stage usability tests:
David Raxa, Joseph Lestochi, Steven Miller, Voltaire Valino


In Person Usability Tests:
David Raxa, Steven Miller
DESIGN AND PROTOTYPE
Static Prototype: Steven Miller, David Raxa, Voltaire Valino, Joseph Lestochi

UI Design: David Raxa, Joseph Lestochi, Steven Miller

VR Prototype: David Raxa
Audio/Video Production: David Raxa
Video Mockup: David Raxa
TOOLS

Figma
Miro
Oculus Quest
Adobe Premiere Pro

This redesign utilizes the full immersive capabilities of Virtual Reality using researched backed gestures.

background

The immersive capabilities of VR are underutilized.

target

Our team identified virtual reality gamers from all skill levels as our target. We used varying design and research methods to understand user pain points and opportunities to make a visual mockup.

Context

VR Users were frustrated, confused, and unamused with the navigation of the Oculus Quest.

methodology

Experts were inquired on their excitements and frustrations when playing their VR games. Gamers were observed on their intuition, familiarity, and curiosity when playing their favorite VR games.

The observational interviews lead us to create interest and pain point commonalities.

findings

The current oculus quest UI navigation felt confusing. Therefore, there was a notable difference of navigational skill between casual and experienced gamers.

Users also were unimpressed with the Oculus UI, and wanted a full sense of interaction, movement, and control.

What makes the current Oculus Quest Navigation so frustrating or so mundane to VR gamers?

Understanding key interests and pain points using affinity mapping allowed our team to investigate the Oculus Quest user interface first-hand.

Whereas that most VR gamer's find most enjoyment in the immersive capabilities of virtual reality.

CUrrent oculus quest user interface

  • The current oculus quest aligns to a small window in a 4 column grid.

  • Requires hovering to see different titles, names of menus, and interfaces.

  • Feels akin to an Ipad. Basic 2D layout.

  • Although intuitive, immersive capabilities felt underutilized.

How Might We
reimagine the capabilities of virtual reality and its user experience using intuitive, immersive, and interactive philosophies?

our approach

Redesigning the overall experience of the Oculus Quest UX/UI Navigational flow.

our solution

Utilizing VR's capabilities of using sound, motion, and interactivity for a more exciting navigation.

design principles

01

immersive

Engage the users sense of reality and create a fantastical experience.

02

interactive

Allow full utilization of sight, sound, and touch.

03

intuitive

Ensure navigational experience to be easy to learn.

researching gestures

Implementing the use of gestures was a large priority during our reimagining of virtual reality. In order to understand these gestures, a small mock-up prototype of a Netflix library was made to imitate a virtual library. We visited San Francisco State and UC Riverside to campus participants.

Our team conducted over 15 observatory interviews with individuals cycling through different actions using simply their gestures.

–  The Oculus Quest Redesign  –

Reimagining the capabilities of virtual reality with true immersion.

utilize hand motion

The redesign allows users to utilize intuitive hand motions to navigate menus and conduct tasks. Users can switch between games by swiping left and right, with each game showcasing an immersive environment that aligns to its theme.

viewing game details,

Instead of going onto the Oculus Store page, users are able to easily swipe up and down to view the game's details.

research backed motions

Instead of viewing each title one by one, the user can expand their hands to view all titles at once.

BEFORE

AFTER

Key takeaways

Usability and Accessibilty.

Using our on-field research, we were able to confidently synthesize our findings on a real-life setting. However, that also came with the concerns of other factors.

Pulling out your wrist to view a watch was indeed intuitive, but understanding its icon system was not.

Accessibility was also a concern, as the entire ordeal required use of the user's hands - as potential users may not be physically able to use their gestures to navigate menus.

Communication.

Acting as the Project Manager, I was hesitant on my assertion and work delegation. I regret that if I had communicated and asserted my ideas more clearly, we would have worked much more efficiently as a team. Regardless, the final prototype turned out to be very well.

acknowledgement

instructor

Abigayle Cosinuke

designers

Project Team: David Raxa, Joseph Lestochi, Steven Miller, Voltaire Valino

participants

Thanks to 15 Participants who helped us from:

UC Riverside (Riverisde, CA)
San Francisco State University (San Francisco, CA)
Participating VR Gamers

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