Designing the User Experience of VR Job Training
Worked within the Future Experiences team as a Unity developer, I focused on improving the UI and modifying 3D assets to enhance the immersive experience.
When I first come into the project, the UI was quite messy. Since the target platform of this application was Augmented Reality, the UI was originally designed to ensure that key information is always visible to the user. The list of steps and coffee orders is overlaid on top of the user's view as follows:
After discussing with the lead designer, we decided to remove all overlaid information.
Order accuracy is one of the main requirement of this application. So we still need a place for the orders, but in a different location. I proposed a solution: place the orders panel on an "invisible belt" and strap it onto the user, so the player can review the orders by looking downwards.
I did a quick prototyping and moved the panel onto the user's virtual body, with position and rotation relative to the user's headset (CameraRig). So the player can move and turn around freely, with the panel just slightly below their body.
We iterated upon the position, angle, size of the orders panel. The final design is demonstrated below: