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Serious VR Game

Interaction design

During most of the is project I designed UX design and made crucial decisions on set design interactions and visualization of the interface.

The Mechanics

The responsibility to build a hierarchy and interactable system which was initially planned for the Thales’ CAD cabinet. The marines would be able to interact with the components within the model and traverse them using the hierarchy of the model.
They had several requirements that had to be met so we decided to proceed and develop these features. This includes a script that is able to manage the hierarchy of a selected game object in the scene. The user would be able to pick up an object and snap it back to its original location.
A highlighter script is used to help the user know what he is interacting with and what object is selected during the interaction.
2017-11-07 15_27_58-Unity 2017.1.1f1 Edu
This is the main Thales model that was proposed to be tested on for the interactable hierarchy system. 
I wanted to a create a hierarchy system based on components of a object.  Once the player selects the main parent they will be able to select the children of that parent and so forth.

Prototype iteration 

Several field and prototypes were created. We tested what was the most applicable interaction for the CAD model

Testing

Thales screenshot 3.png
First we decide create a simple design and see if we could read the game object.
 
The product owner wanted a simple UI where he could selected through the parent and child components of a object. My first test was to have a UI element pop up off the object. Which then displayed the attached children of the parent.

Prototype 1

Thales screenshot 2.png
This first prototype was quite robust and complex. We first wanted a list of game objects to be displayed in front of you. Where you will be able to select through the children. It became apparent that the UI was becoming to complex and not very practical for the user.
 
I realized this became very impracticable since the user needed to collide with the object at all times.

NEW Design: Prototype 2

Thales screenshot 1.png
During several client meetings it became apparent that the first prototype was difficult to understand use. Thus we decided to use highlights for this approach instead of a interface. Not only does this remove UI elements but it also makes it more clear for the user.

Final

Thales screenshot 4.png
In our final result we implement the interaction system. It worked according to the client.

© 2020 Eric Roeloffs | Official Portfolio

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