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What are the design thinking of VR products?

by:Fuhua     2020-11-16

a lot of people actually doing interface design has a lot of doubt, when a mobile terminal and PC also do good, is can meet the 2 d with axure, but how VR is a 3D drawing to describe to development. I also wondered at the time, for me the u3d is not very pure white, with u3d prototype too long. So search some documents at that time, actually can be roughly divided into such two kinds of representations.

is first of all, according to the 3D points x, y, z: more than a 2 d coordinate system, the depth of field to the visual effect of VR design has a lot to do. According to Google document, the recent distance not more than 1 for the observer. 5 m, because the lens is convex lens glasses, for sight object is large. If an item too close for the users, no problems will cause the eyes focus.

1. 5 m is designed for mobile terminal glasses, glasses do not have space to capture because mobile end, so the user can't proceed to adjust the distance of the right location near objects, it is best not to less than 1. 5米( In fact in theory should be 0. 5米) 。 According to this principle in the design of the page to introduce the design method of contour depth of field.

after labeled with inside, in the following the corresponding function design, the red line area shows that the location for the user too far or too close as the warning area, the blue areas are relative to the comfort zone for the user. This method is for users to put the whole set ( Fixed users) 。 Another kind of design method, for the user menu interface design method with differentiated by the main regional and sub-regional user perspective.

here introduced three concepts: why do you do? Because the person is in the real world of FOV in roughly 210 degrees ( The Angle of the FOV refers to the human eye can see the picture) , in VR glasses zhong da is less than the degree, depending on the various glasses degree of FOV is the same. People's field of view Angle, the greater the experience will be better, the sense that gives a person the more real. To take a small degree of matching glasses, if not a lot of time on the border between the menu, the user will not know which menu, which you have no menu, thereby increasing users looking to time. So in the design as far as possible to ensure that the menu position.

in the interface menu design, menu is mainly divided into the following several kinds: note: do not move do not always show as far as possible don't do it, because the user can't find your menu with the menu is overmuch, can be hidden for some common operations, when the user's line of sight into the hot spots, to display the menu for some menu display, Suggestions made in the following point of view.

is an issue for cervical pressure, if too down on the menu, the user needs to bow down too much, to the cervical spine, and user experience is not very good. Forgot to say with you, then system design, in order to ensure that users look 3 d effect, in fact the whole picture is two balls.

each ball is actually a scene, every scene inside has a corresponding camera, camera to keep a certain distance, Forget the original of the pd measurement) , in order to save performance, do not use 3 d scenes, basically by 360 & deg; Camera scene rendering, is placed in the two balls corresponding to the left and right eye scene, this scene have the displacement error, only in this way can ensure that the user is when through VR glasses to see 3 d scene, rather than a picture. Actually for VR interaction, mobile terminal can be used to do the special effects of interaction effects are very few, most of the swing by clicking, sliding, head to interact.

although mobile terminal has been much in the first show on the touchpad, or with remote control, but after wearing glasses to use users don't see where is your hand it's hard to operate, under the condition of the cell phone also couldn't think virtual computer glasses at hand. So on the mobile end interaction is more difficult.

here are four Suggestions: 1, the default of head aiming point, the user can switch into a touch panel model. For head aiming point operation, must have let the user response time, such as on the one thing after 3 seconds, select the load of the display start into the time, avoid the user's sense of urgency.

2, when use touchpad to use sliding form. Flip operations such as, for example, if use the touchpad, also allow the user to click operation, really stupid.

3, with the head gesture recognition. This must have a teaching, and try not to get too big action, such as user slightly shook his head, About 10 degrees) To shut down the current menu of what, to two layers by the movements of the time, and the factors to judge, otherwise users move will put any wrong operation.

4, in speech recognition. Now the voice function is very powerful, can make speech recognition form, simple operation. But, want to consider the user use problems exist, such as the environment, dialect, if a system is operated by voice recognition, that may be there is a big problem. 3, 4, interactive mode of application, please be sure to add 1, 2, don't use a model to interact. Aside from user behavior interaction, for images of feedback interaction actually is very good also.


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