Virtual world of Haiyan Hall Design

Category

UI&UX

Client

Personal Study Project

Work

UI/UX Design VR Design

Year

2019

Our VR prototype of Haiyan Hall aims to educate users by providing an immersive experience of this lost historical monument.  The virtual elements are designed as diegetic interfaces, enhancing the user's immersion within the virtual environment.

PROJECT OVERVIEW

Our Haiyan Hall prototype offers an immersive virtual experience that educates users about the lost historical monument.  The diegetic interfaces increase user immersion, starting with instructions to familiarize themselves with the Google Cardboard headset function.  Users are then guided through a quest to restore the Haiyan Hall, interacting with animal statues that teleport them to a theater room presenting historical plays.  The final scene is a restored Haiyan Hall, where users can explore and reflect on the monument's history.  The experience shifts from explanatory to exploratory, prompting users to consider the gains and costs of war.

PROBLEM

  • The main camera height should be adjusted to provide a better user experience.
  • The guide floating blobs could obstruct the user's vision and need to be adjusted to avoid this issue.
  • While the NPC explains how to use the game tools, some users may still find it challenging to locate the statues. Therefore, clearer indicators are needed to guide users.
  • Following the number order on the map might not be engaging enough for some users, so alternative approaches should be considered.
  • To avoid accidental hits on the wrong interaction points, clearer indications or controls could be implemented.
  • The size and shape of the map could be modified to make it easier for users to locate and pick it up.

SOLUTION

Use of Reticle

Reticle, which will facilitate the user to interact with the target, increase the accuracy, and the loaded circle will also inform the user whether the user is interacting.

User constant velocity

All scenes use the same script and set the same value to ensure that the user has the same viewing angle and moving speed after entering each scene.

User control of movement

There is a front sight in the middle of the screen. When the user's perspective is looking towards the ground, and after reaching a certain angle, the user will complete the interaction with the coordinates of the front sight and start moving.

Guiding a player through a virtual environment

In Haiyan Hall VR, we use maps, pocketwatches, and luminous points to guide users through the game.

Through continuous scene switching, users will see a greatly changed environment after each transition, thus attracting users to continue to play the game.

DESIGN PROCESS

Let’s work together

Thank you! Your submission has been received!
Oops! Something went wrong while submitting the form.