Figma
Miro
Oculus Quest
Adobe Premiere Pro
This redesign utilizes the full immersive capabilities of Virtual Reality using researched backed gestures.
The immersive capabilities of VR are underutilized.
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.
VR Users were frustrated, confused, and unamused with the navigation of the Oculus Quest.
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.
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.
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?
Redesigning the overall experience of the Oculus Quest UX/UI Navigational flow.
Utilizing VR's capabilities of using sound, motion, and interactivity for a more exciting navigation.
Engage the users sense of reality and create a fantastical experience.
Allow full utilization of sight, sound, and touch.
Ensure navigational experience to be easy to learn.
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.
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.
Instead of going onto the Oculus Store page, users are able to easily swipe up and down to view the game's details.
Instead of viewing each title one by one, the user can expand their hands to view all titles at once.
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.
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.
Abigayle Cosinuke
Project Team: David Raxa, Joseph Lestochi, Steven Miller, Voltaire Valino
Thanks to 15 Participants who helped us from:
UC Riverside (Riverisde, CA)
San Francisco State University (San Francisco, CA)
Participating VR Gamers