⭐Key Concepts
There are few core concepts and principles that underpin most of the major product decisions and help to build the intuition for minor ones.
Core Product Principles
Principle | What is behind it |
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Feature Design Guidelines
Guideline | What does it mean | Examples |
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When things and environment behave in realistic manner, people can transfer their habits from the real world into VR and expect predictable outcomes. |
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Some of the realistic behaviours are not convenient (especially in VR). This is an opportunity for virtual to be better than real. |
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When ‘unrealistic’ behaviour is introduced, explain how could it be made possible in reality by introducing ‘futuristic’ tech elements. |
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Most of our users are novices and don’t use VR on a regular basis. They can easily feel nauseous, mix up controllers or put them down. Don’t design mainstream features in a way they require VR expertise. |
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Operating with on-screen buttons and menus is cumbersome, not intuitive, and for sure not immersive. In most cases, there are ways to evade user interfaces in VR. |
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