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HTC Vive
Check it out Before the launch of the Vive—HTC’s first steps into VR—my team was tasked with exploring, prototyping, and defining default behaviors, interaction patterns, and best practices.
At the time, this new platform was full of unknowns. We started with the basics: exploring the limits of color and typography, iterating through how to wireframe for immersive experiences, testing countless permutations of gestures and menu styles.
Wireframing for VR
By the end of the project our role had evolved. It became clear to us that immersion required a new set of rules that aren’t needed in traditional UX design: we were not crafting an interface, we were crafting a world.
To support our design work—and the user experience over all—we needed to define the universe the user was participating in: how objects behave, what the limits are, and what is the role of the user in all of it. To achieve this we drew from storytelling, architecure, and new media, to beging crafting a rich, comprehensive, understandable world for the user to enjoy.
Worldbuilding to guide design principles
There’s more
This project spanned years, tackled a lot of problems, and created a variety of artifacts in a variety of mediums.To hear more about it, let’s chat.