Designing for VR: Input, Planning, and Testing

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Hey everyone! 

Episode 4 of Just A/VR Show covers the second half of my introductory content on designing for virtual reality: input and testing. In this video, we'll walk through a few of the different types of virtual and augmented reality input devices and some considerations for usability testing to make your virtual reality applications accessible to a diverse audience! 

A specific note about "gaze tracking": True gaze tracking relates back to full eye tracking, which is not inherently how virtual reality SDKs define gaze tracking. Because many libraries will have an "OnGazeEnter / Exit", using the center point as a "gaze" indicator, I use gaze tracking to refer to this type of tracking, rather than the more technically appropriate implication of pupil/eye tracking - something that only specialized headsets have presently. 




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