Designing a Taxonomy for Evaluating Virtual 3D Interfaces and Experiences
As virtual reality climbs out of the Trough of Disillusionment, now is the time to be developing design methods and tools. In the effort to make VR as immersive as possible, lots of new hardware technologies have been developed, and design methods are being explored to make better use of them. However, the effect of wearing all this hardware hasn’t yet been explored in detail. Is more hardware required for experiences to be more immersive? Does wearing so much hardware ever get overwhelming? This thesis attempts to discover the relationships between virtuality, interaction and hardware encumberment, and offers a new comparative tool which can help designers make more informed decisions about the use of hardware in their experiences.
Roxanne is a jack of some trades, soon to be master of one. Multidisciplinary in computer science, art and interaction design, Roxanne is interested in studying how computers and people get along. They focus primarily on the field of human-computer interaction, hoping to help humans and computers better understand one-another. Roxanne graduated with a Bachelor of Computer Science, after defending a thesis about Heads Up Display (HUD) design in Virtual Reality. The project's "future work" section continued to haunt them over the next two years, and they applied to the Digital Futures program in the hopes of continuing their research. Roxanne is terribly allergic to Virtual Reality.