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  • ROB JAGNOW: Good afternoon, Google I/O!

  • AUDIENCE: Woo!

  • ROB JAGNOW: Woo!

  • I did not expect that a talk on process

  • would fill a room with a capacity of 300

  • with a line of people waiting outside.

  • I am Rob.

  • I hope you've been enjoying the VR sessions at Google

  • I/O. Together with Michael and Anshuman,

  • we're going to be talking about VR design process.

  • I know it sounds so exciting, right?

  • We hope that this is a talk with a lot

  • of practical advice for turning dreams into reality.

  • So the talk is broken into three different sections, each

  • focusing on a different set of practical advice

  • that we hope will be useful for anyone who is doing VR design.

  • Within the Daydream team, we use two

  • separate but complementary design processes.

  • Each one takes a different approach

  • but helps us serve different needs.

  • And the first one that I'll be talking about

  • is our rapid prototyping process.

  • It helps us explore terrain quickly,

  • finding promising use cases, and testing a lot of ideas

  • without wasting too much time on a highly structured process.

  • We refer to the projects that fall into this category

  • as Daydream Labs.

  • After that, Michael's going to come to the stage,

  • and he's going to be talking about our second process,

  • a robust iterative design flow that we

  • use for building mature apps.

  • He'll walk through the specific process

  • that his team used in building our Daydream Home world.

  • And to conclude the talk, Anshuman

  • is going to come up and talk about an even more fundamental

  • challenge that you're going to face

  • when making VR app's, which is building your design team.

  • So to give you an idea of where I'm going today--

  • oh, oh, before I talk about rapid prototyping,

  • I want to take a little bit of a step

  • back to consider where VR is today

  • and why we chose to put this talk together

  • in the first place.

  • So to give you an idea of where VR design is today,

  • let's talk about platforms that most of us

  • are more familiar with, mobile and web.

  • In terms of things like hardware design

  • patterns in the computational power that's available to us,

  • virtual reality feels a little bit

  • like designing for the web in the '90s.

  • So to target the mid-range hardware,

  • we had to design web pages for monitors that had

  • no more than 800 pixels across.

  • Design patterns were just emerging.

  • So we used things like the table element

  • to outline everything on our page.

  • Because it was really all that we had.

  • And keep load time short, we had to worry

  • about really simple things like image sizes.

  • Like even something like a transparent

  • PNG could just totally waste your download times.

  • So with VR in its nascent stage, we're

  • again having to pay very close attention to these three

  • aspects.

  • But unlike web or mobile, which took decades to mature,

  • we really do believe that VR is set to mature much faster.

  • For one thing, VR is a very open platform.

  • And basically from day one it's open to third-party developers.

  • Also, it already has this huge generous community.

  • And, in fact, I recognize some faces

  • in this audience from community members

  • who have already been very generous with VR.

  • And also, the underlying technology and workloads

  • are rapidly maturing.

  • I think that this conference is an example of that.

  • We're doing several talks on VR design process.

  • So this is really promising as a designer.

  • But there are still going to be a lot of challenges

  • for VR design.

  • Basically it's like everything is new.

  • So first of all, UI standards and design patterns

  • are just starting to take shape.

  • And like I said, this is one of several talks

  • we're going to be sharing our best practices.

  • And without the help of these established design patterns,

  • we need a lot more explorations to find ideas worth pursuing.

  • And once we've isolated a good idea,

  • we need a lot more iteration to turn that idea, that gem,

  • into a finished product.

  • So due both to the number of iterations

  • required and the number of disciplines and tools

  • involved, we take more time and more iterations

  • to create a great VR experience, compared

  • with other digital media.

  • So number two, head mounted displays, or HMDs,

  • these have their own unique design concerns

  • that we've never really had to deal with before.

  • So for one thing, VR devices they

  • obviously occlude the real world from us.

  • And this forces us to pay attention

  • to things like user safety as well as physical comfort

  • and also psychological comfort of the space

  • that we've created for you.

  • Next, we have to consider totally new methods

  • of interacting with our digital worlds.

  • Now even with the early stages of VR,

  • we've seen a lot of different ways

  • to use controllers to track your hands,

  • or to use something like vision to track our hands,

  • to make our worlds interactive.

  • So with all of this put together,

  • the new hardware and design patterns

  • mean that anyone working in VR is

  • going to need to become familiar with a whole new set of skills,

  • a whole new set of tools, a whole new set of workflows.

  • For instance, game design engines, or game engines,

  • have become an invaluable part of our toolkit.

  • Right?

  • Who would have guessed this?

  • And later in the talk, Micheal and Anshuman

  • are going to dig into the specifics of the skills that

  • are used for VR design.

  • Now since we're working with all these new tools, and skills,

  • and workflows, sometimes this means

  • we need to build a new team.

  • Sometimes the skills that we're looking for

  • aren't satisfied by the people on our current team.

  • So we need all these members who can

  • fill the multitude of niches used to create a successful VR

  • product.

  • So all of this combined forced us to develop a new design

  • process that allows us to move quickly

  • to develop magical experiences for users

  • and keep them safe and comfortable.

  • So now that you have a better feel for the challenges

  • that we face as designers, let's kind of launch

  • into our first big topic.

  • So this is the rapid prototyping framework

  • that we're using for Daydream Labs.

  • This was talked a little bit about more this morning.

  • There was a 10:00 talk this morning

  • about the findings in Daydream Labs.

  • So for decades, science fiction has

  • fed us these ideas about what might

  • be possible in a future in VR.

  • Some of these ideas hold real promise.

  • But others, as it turns out, when we actually

  • code them up and experience them,

  • either they're a little underwhelming or the hardware

  • just isn't there yet.

  • So the nice thing is that with rapid prototyping

  • we can cover a huge amount of unexplored territory

  • in a very short time, finding unexpected gems, and just

  • as importantly, taking these ideas that just aren't

  • compelling or where the hardware isn't ready,

  • and setting those aside for later.

  • So the process that I'm going to talk about today

  • has been refined by a small team that's

  • built more than 60 VR prototypes in less than a year's time.

  • We work in teams of two.

  • And we generally aim to release about one prototype per week.

  • That's the goal.

  • The teams are, broadly speaking, composed of one designer

  • and one programmer.

  • Although we're really generalists

  • with quite a broad array of kind of light skill sets.

  • And Anshuman is going to be talking

  • about more of that in his section about building a team.

  • The projects that we choose span a huge breadth of categories.

  • Some are really small and self-contained

  • like figuring out what makes for a comfortable reading

  • experience.

  • What size of text you should have.

  • How bright should the background be?

  • How much contrast do you need?

  • Others are bigger and more futureful,

  • like creating a system for authoring and editing

  • layered animations on a timeline.

  • So to help describe this rapid prototyping process

  • that we're using within the Daydream team,

  • I'm going to break it down into these five different steps,

  • brainstorming ideas, ranking those ideas,

  • implementing them, sharing the results,

  • and documenting the findings.

  • So let's start with our first step,

  • brainstorming these ideas.

  • So let's say you and your team have

  • decided you want to make a gajillion VR prototypes.

  • Where do you even go for those ideas?

  • Good news here, everyone has an opinion

  • on what would be awesome in VR.

  • Go to that relative of yours who is

  • like super bad with computers.

  • They have an opinion on what they want to see in VR.

  • I promise you.

  • Getting input from a diverse team is a really huge help.

  • If you have a team with a breadth of interests

  • and a breadth of experiences, that's

  • going to yield a breadth of interesting concepts for you

  • to work on.

  • So as you're thinking of these ideas,

  • here are some creative exercises to go through.

  • When possible, don't be incremental.

  • There's no need to do that for these kinds of prototypes.

  • Throw away all the assumptions and start from the ground up.

  • The best new VR experiences aren't going to be derivatives.

  • They're not going to be something

  • that you've seen in another media platform just transferred

  • over to VR.

  • They're going to rethink everything and be cognizant

  • of the strengths and weaknesses of VR in its current form.

  • Next it's really easy to be literal.

  • People love playing with kittens.

  • Let's make a VR space where you play with kittens.

  • Like this is virtual reality, people.

  • We don't need to be constrained by the familiar.

  • So let's make a world where you use your trebuchet

  • to launch giant stuffed animals that are fetched by your t-Rex.

  • Right?

  • Prototypes are a really great place to crank it to 11

  • and just see what happens.

  • You don't know how far you can go until you've gone too far.

  • Next, constraints are good.

  • Now this is a really weird one.

  • And I want to dig into this a little bit.

  • You don't want to over specify the implementation

  • details for a team that's working on a project.

  • But you do want to work with challenging constraints.

  • So I think this quote from Russian composer Igor

  • Stravinsky is useful.

  • He said, the more constraints one imposes,

  • the more one frees oneself.

  • And the arbitrariness of the constraint

  • serves only to obtain precision of execution.

  • So this seems really strange.

  • To kind of frame this, let me give you

  • an example of a bad constraint vs. A good constraint.

  • A bad constraint might be something

  • like, you have a team of 50 designers,

  • and you put this task out to them and you say.

  • create a classic board game in VR

  • that feels exactly like the original.

  • The problem with this is that it doesn't leave room

  • for creative interpretation.

  • So if you give this task to 50 designers,

  • you end up with 50 versions of checkers in VR.

  • So let's turn this into a good constraint.

  • Let's say you understand the strength of VR.

  • You want a game for two players that really

  • leverages those strengths.

  • So let's say, the players have to face each other.

  • That it shouldn't just be a tabletop game.

  • That you want the playing space to exist

  • between the players in such a way

  • that both players can interact with that space.

  • And finally, it should be a game space

  • that would be impossible to create in real life.

  • Now these are constraints where there's an enormous room

  • for creative interpretation.

  • And I promise you that if you give this task to 50

  • different developers, you're going

  • to get 50 different totally awesome and unique games.

  • Step two is ranking those ideas.

  • So just because you're pursuing a lot of ideas

  • doesn't mean you can just skip the process of filtering them.

  • And to give you an example of this,

  • even though my team has created more than 60 prototypes,

  • we've got way more than 100 in the queue waiting to be done.

  • And at this point, in fact, ideas

  • are coming in to us from other teams

  • faster than we can process them.

  • So you need some way of choosing what

  • the most promising ideas are.

  • To do this, we pick a set of criteria

  • that helps us evaluate and stack rank all of those ideas.

  • Now your team might have a totally different set

  • of criteria.

  • But these are some examples of ones that we

  • found have been useful for us.

  • First of all, try to think of ideas that are better or maybe

  • even only possible in virtual reality,

  • ideally something that's never been done before,

  • something that has potential for real wow factor,

  • something that's a good fit for your team.

  • And what's a good fit for your team

  • isn't necessarily a good fit for every other team.

  • What are you passionate about?

  • What are your skills that you can leverage

  • to make a great VR experience?

  • Pick something you can scope for a one week sprint.

  • And if the idea seems too big, think really strongly

  • about what's your hypothesis that you want to test?

  • How can you pare that big idea down into something

  • a little bit more atomic?

  • Finally, this isn't going to be for everybody.

  • But for us, we're looking at ideas

  • that are more than just pure entertainment.

  • We know-- for those of you who are in the game industry,

  • you guys are going to make awesome stuff.

  • We know that for sure.

  • But we are kind of interested in education and productivity.

  • We think that there are a lot of areas in VR

  • that are just not even touched yet,

  • lots of room for opportunity.

  • So this takes us to step three, implementation.

  • This is kind of the meat of the product here.

  • And as I mentioned before aim is for each team of two

  • to finish a prototype in a week.

  • But those prototypes aren't going

  • to be useful if we don't go on to steps four and five, which

  • are sharing in documentation.

  • And that takes time too.

  • So realistically we've got like three to four days at most

  • to spend on implementation.

  • And we're doing this week after week.

  • So we hear this a lot and I am going to be perfectly honest.

  • I was the guy who is really pushing for these one week

  • turnaround things partly because I love game jams.

  • But I was worried.

  • I knew that this was going to be a problem.

  • So let's put this in perspective.

  • Who here has ever attended a game jam or a hackathon before?

  • That is a really good number, more than I expected.

  • So an on site game jam usually last 48 hours.

  • And if you're not familiar with them, if you haven't been,

  • they are a totally amazing experience.

  • They let you take a break from your regular work

  • and create a playable, complete game in a weekend.

  • And this is super empowering.

  • It's like a total palate cleanser.

  • So I have attended about a dozen game jams.

  • And I'm often teamed up with people who have never

  • made games before, of varying levels of experience,

  • and I have always had a working game at the end of two days.

  • So for prototyping, you need to think

  • about targeting the same scope that you would think about

  • for a game jam, something that you could do in two days.

  • When you take that scope and you stretch it out

  • over five days, all of a sudden it doesn't feel so daunting

  • anymore.

  • It seems a little bit more realistic.

  • Now the other thing is that, in the old days,

  • like three five years ago, we didn't have amazing game

  • engines that are super accessible, and easy to use,

  • and cheap.

  • So it was really hard to get your hands

  • on something that would let you get a good head start.

  • So when I would go to game jams, I had to make games from

  • scratch like from C++ or C#.

  • We had a scope much smaller.

  • So today, we have these amazing game engines that

  • accelerate the development.

  • We can do a lot more in a lot less time.

  • Also, each of these game engines has an asset store,

  • which is an amazing place for quick placeholder art.

  • And some of the stuff is really good.

  • So like, let's say I need my dinosaur model

  • for my trebuchet stuffed animal fetching

  • game, boom, like $2, five-starred, modeled,

  • textured, skinned, animated, everything.

  • You still have to be careful.

  • Knowing that you have all these things at your hands

  • doesn't mean that you can get overly ambitious.

  • You still need to keep it small.

  • Think about what the absolute minimum is that you need

  • to do to test your hypothesis.

  • So some of you, especially who are from around Silicon Valley,

  • are thinking, OK I got it.

  • MVP, minimum viable product, I know what I need to create.

  • Smaller, like way smaller, than your minimum viable product,

  • you want an experience that's just enough that you

  • can walk another user through them while you're escorting

  • them and say, don't press that button

  • because it's going to break everything.

  • That's OK.

  • It's enough to test your hypothesis.

  • So another thing to be wary of is nerd sniping.

  • I borrowed this term, nerd sniping from an xkcd comic.

  • If you don't know it, I recommend you look it up.

  • It's what happens when you're presented with a problem that's

  • just too fun and interesting for your brain to say no.

  • On one hand, your desire to tackle these problems

  • is what makes you a great designer or engineer.

  • On the other hand, the problem comes

  • when these fun interesting sub-problems that

  • aren't really essential pull you away from your core objective.

  • So if you've already been completely

  • distracted by this slide up here, then congratulations.

  • You've been nerds sniped.

  • And if you're thinking about how you might design a framework

  • to solve general problems of this category,

  • Google.com/careers.

  • So let me give you a realistic example of nerd sniping.

  • Let's say you're filling a world with a huge number

  • of random objects.

  • And so what you're doing is you're randomly coloring them

  • just by picking like a random red, a random green,

  • a random blue.

  • Got your RGB color.

  • And then you think, you know, this is kind of ugly actually.

  • And by applying just a little bit of color theory,

  • I can make colors that are visually distinct,

  • but that look good in a palette together.

  • You know, how much time could that possibly take?

  • And the answer is, it doesn't matter.

  • This is just distraction from your core objective, which

  • is testing some other hypothesis that has nothing

  • to do with color theory.

  • When you graduate that idea from your one-week prototype

  • into a full fledged product, then you

  • can talk about those sorts of features.

  • And Michael's going to talk about that process a little bit

  • later.

  • And if you're still wondering about this nerd sniping,

  • and you've been obsessing over this the whole time.

  • The answer is 14 seconds.

  • So the next step is sharing.

  • There is no sense in building prototypes

  • that nobody else is going to see,

  • which is why we're so excited to finally

  • be sharing so many of these prototypes with you

  • here at Google I/O. And what you need

  • to do is have sharing built into your schedule.

  • So what we do is have what we call a demo party every Monday

  • afternoon, where we invite our team members to come by

  • and check out what we've done.

  • We also invite everyone who attends these demo

  • parties to leave at least one sticky note

  • that says something they hate, something they love,

  • some feature that this makes them think of that they would

  • like to see in the future.

  • Doesn't really matter as long as they

  • give some piece of feedback.

  • Also, these live demos have really

  • helped validate the whole prototyping process.

  • Having these small prototypes doesn't just ease development.

  • These little bite-size prototypes

  • also seem to get the most useful feedback, which

  • has been interesting.

  • So this is a quote from one of the members of my team.

  • He said, you build the tip of the iceberg,

  • and people will come to you and describe the rest.

  • And here's what we're finding is that, if you show users

  • a polished product, the feedback on that product

  • focuses on things like subtleties

  • of an animation or the color palette that you've used.

  • They focus on the polish of the product itself.

  • Whereas, when you give them something that's clearly

  • a prototype, a work in progress, or a vertical slice,

  • users tend to give high level feedback.

  • They talk to you about features.

  • It seems like something that's more malleable in their minds.

  • And so they give feedback related to that.

  • You can also think of these prototypes

  • from the perspective of diminishing returns.

  • Maybe in a week you can create something

  • that feels like it's maybe like 80% complete.

  • If you spent another week on that thing,

  • it might feel more like 90% complete.

  • And we find that having twice as many 80% complete prototypes

  • gives us a lot more information than those 90%

  • complete prototypes.

  • All right, documentation-- I know it's not a fun word

  • to see on a slide.

  • But it's a really important step in the process.

  • Because if you don't document what you've learned,

  • again, it's really hard for you to have an impact

  • with these prototypes.

  • Now, you don't want to get bogged down with documentation

  • at the very start of the process,

  • like with a heavy handed design document.

  • But if you're not documenting at the end,

  • all these things are just going into the ether.

  • You need for these projects to have impact and results.

  • So for each prototype, we capture a 30 second video.

  • We make a short animated GIF.

  • We summarize our findings that came to us

  • on all these sticky notes.

  • We send that out on email.

  • And some of these prototypes are more fruitful than others.

  • But we have never had a prototype

  • where we didn't learn anything.

  • In fact, sometimes our findings are

  • completely unrelated to the thing

  • that we thought we were testing.

  • So I've got to admit it.

  • I lied a little bit.

  • I gave you this really nice clean five step process

  • that you can follow, which looks nothing

  • like the reality of what we do.

  • What we do is way messier.

  • So while we do, in fact, try to have a demo party every Monday.

  • There's no real clear boundary from where one process ends

  • and the next process begins.

  • At any given time we're wrapping up ideas on a previous project.

  • We're working on a next project.

  • And we're thinking about ideas for future projects.

  • So I want to give you a little bit more realistic peek

  • into what the process actually looks like.

  • So this is a week in the life of the Daydream

  • team making Daydream Labs.

  • So we start on Monday.

  • For the previous week's party, or previous weeks project,

  • we're having our demo party to show off the prototype of what

  • we've made.

  • We're capturing the video of that,

  • maybe with some users interacting with it,

  • zipping up the project for sharing the code

  • or sharing the build.

  • For the current week's project then,

  • we're selecting a new idea.

  • We're restricting its scope.

  • We're looking at our various tech options, implementation

  • options, what hardware we're going to implement on.

  • For the three days in the middle of our work

  • week, we are still summarizing and sharing

  • the findings from the previous project.

  • For this week's project we get our first prototype working.

  • And then we rethink.

  • Like maybe we're going about it the wrong way.

  • Maybe we're testing the wrong thing.

  • Maybe we need to be asking different questions.

  • So we recalibrate.

  • We rescope.

  • We look at our different features.

  • We iterate on our core design.

  • We're also spending this time during the middle

  • of the week reaching out to members from other teams.

  • Because that's where a lot of our ideas are coming from.

  • Friday we're wrapping up the project for the current week,

  • applying as much polish as we have time for,

  • and narrowing down our list of ideas for the following week.

  • So with this schedule, that basically

  • looks and feels like a permanent game

  • jam, which I think is awesome.

  • But you really have to think, how do you prevent burnout

  • with this constantly jamming?

  • The first thing I've already said, scope for two days

  • and stretch that out to five.

  • Remember that you're not just implementing.

  • You Also need to save time for sharing, documenting,

  • and preparing for future prototypes.

  • But burnout can be caused by other things like bureaucracy,

  • or fighting an uphill battle, or having too many meetings.

  • As much as possible, try to structure your process

  • so that these just don't get in the way.

  • And I'm not going to pretend that this is easy.

  • It will help if you can block time in your calendar,

  • thinking about each of those five

  • distinct steps of the process.

  • Some tips for management, if you're

  • managing a team that's doing this kind of prototyping,

  • there's a place for passion.

  • And if your team is really passionate

  • about a particular idea, even if it seems like that idea

  • might not be the perfect fit for the agenda that your after, let

  • them go with it.

  • Passion can go a long way.

  • Now there are other dimensions of burnout,

  • like creative drought.

  • We were really worried about this.

  • We thought we'd pick all the low hanging

  • fruit in the first month, and we'd be done.

  • This totally hasn't happened as it turns out.

  • There are so many ideas to pursue in VR.

  • There is so much unexplored territory.

  • We started with a lot of our own ideas.

  • But like I mentioned, other teams

  • keep coming to us with new ideas all the time.

  • And if this does become a problem,

  • revisit those creative exercises that I listed earlier.

  • Ask other people for ideas.

  • Try to constrain yourself to think up ideas,

  • particularly in unexplored spaces in VR.

  • OK, so wow, 60 prototypes, you probably want to know

  • when are you going to see all these prototypes?

  • I'm not going to tell you, but only because there

  • was a talk earlier this morning that showed the findings

  • from these prototypes.

  • I've been told it's already on YouTube.

  • So go and search for that.

  • The topic is called "Daydream Labs, Lessons

  • Learned from VR Prototyping."

  • And hopefully, just looking through those

  • will really help spark some big ideas.

  • But for now, rather than talking about findings,

  • were going to go back and focus on the design process.

  • I'd like to introduce Michael to the stage.

  • He's going to talk about a completely different

  • but parallel design process.

  • So while my team is looking at finding these gems

  • and seeing what's interesting in VR,

  • it's up to Michael's team to take these ideas

  • and polish them into a robust, beautiful, safe products.

  • Michael.

  • [APPLAUSE]

  • MICHAEL ISHIGAKI: Thank you, Rob.

  • Hi, I'm Michael.

  • I'm a designer and prototyper on the Daydream team.

  • As you might have learned in earlier talks, designing for VR

  • is unlike designing for any other platform.

  • For starters, user behavior is very different.

  • For example, your smartphone is largely an auxiliary device.

  • It's best for short, frequent user sessions.

  • But for VR, we have been observing session lengths

  • of more than 30 minutes, with users spending even more

  • time in higher quality content.

  • Furthermore, since VR is immersive,

  • use cases are very different.

  • Snackable experiences are much less attractive in VR.

  • Premium experiences are king.

  • The process Rob shared is a great way of exploring

  • the strengths of VR as a platform

  • and will give you insights into the users for whom you're

  • designing and the use cases you're fulfilling.

  • Using the gems and insights gained from the Daydream Labs

  • process, how do we move forward with designing a product

  • from sketches to launch?

  • I'll be giving you an inside look

  • at how this process worked for us as we

  • designed Daydream Home.

  • Part of what makes designing for VR so difficult

  • is that there are a multitude of new job functions.

  • And within each function, there are many new skills.

  • There are also a ton of new design considerations.

  • With all of these factors and unknowns,

  • how do we progress forward without getting stuck?

  • While we were working on Daydream Home,

  • we quickly realized that the process

  • we were accustomed to following simply wouldn't work for us.

  • And like many others, we first started out

  • trying to use the tools that were familiar to us, Photoshop,

  • Sketch.

  • However, when we finally got our designs into VR,

  • we realized that they simply didn't work.

  • They were flat.

  • The scale was off.

  • And the whole thing was a little bit underwhelming.

  • The new VR specific design considerations

  • were much more impactful than we had previously thought.

  • And so we developed this new process with a focus

  • on getting into VR as quickly as possible.

  • This new process helped us design

  • VR first 3D user interfaces that felt native for the platform.

  • They were immediately more inspiring than the UIs

  • that we are designing with our past approach.

  • And by getting into VR sooner during the process,

  • we were able to avoid false positives.

  • Issues with scale, abstraction, and comfort

  • were easily avoided.

  • For example, we briefly considered

  • the idea of annotating virtual objects with captions.

  • If you mock this out in 2D, it works perfectly.

  • But the second you get it into VR,

  • the whole idea completely falls apart.

  • So what do we mean by getting into VR as quickly as possible?

  • Since VR project needs will differ greatly from project

  • to project, I'll be sharing how the process worked for our team

  • as we designed Daydream Home.

  • Here's a rough diagram of the Daydream Home design flow.

  • This is in no way prescriptive.

  • This process unraveled organically

  • as needs changed from one iteration to the next.

  • And as you can see, the process was flowing

  • from interaction design.

  • When I say interaction design, I include prototyping.

  • The two are inseparable in VR.

  • For other apps it might not be the case

  • that interaction design leads the design process.

  • For example, some games might be entirely driven

  • by environment design.

  • But for us, the different project

  • needs branched out from the progress

  • that the interaction design team was making.

  • The process helped us also develop

  • a really healthy, positive feedback loop.

  • Before we started jumping into VR as quickly as possible,

  • we often found ourselves stuck in meeting rooms arguing

  • about what is the best design solution.

  • We quickly found that you cannot validate a design one way

  • or the other without first prototyping it.

  • So let's begin with the first iteration of interaction

  • design.

  • Knowing what users we were designing for

  • and what use cases we were targeting,

  • we began our design process much as we

  • would on web or mobile, with information architecture

  • design.

  • This gave us a framework on which

  • to build, ensuring that our work would meet product goals

  • and enable the end-to-end flows that our users would

  • hope to accomplish.

  • Next, we dive into the lowest fidelity of our design

  • process, hand sketching.

  • Hand sketching is the only 2D stage of our UI design process.

  • We first tried creating mock ups with applications

  • like Photoshop.

  • But we found it simply wasn't worth the time and effort.

  • Hand sketching is the easiest way to draw out your 3D ideas.

  • It's also the easiest way to share with your teammates

  • what's in your imagination and to add on and build off

  • of each other sketches.

  • Our next stage is what we call volumetric layouting.

  • In this stage we pull up our game engine,

  • and we start placing and scaling primitive objects like cubes

  • to roughly match our favorite hand sketches.

  • While we do this, we repeatedly check

  • to see what it looks like in VR.

  • During this stage, we get a sense

  • of how our design plays out spatially.

  • We can score, validate, and build off of our sketches

  • with a better sense of scale, eye travel, head movement

  • and more.

  • We instantly start getting more ideas

  • about how we can design in more exciting ways that are only

  • possible in VR.

  • With a very rough layout, we start adding in UI objects

  • like text, images, and interactive elements.

  • We're careful to keep viewing our work in VR

  • so that we can properly validate our design.

  • For example, this image is just a flat render

  • of the volumetric layout.

  • In VR the layout has a very nice looking depth.

  • But VR also has a much smaller field

  • of view and significant distortion.

  • It looks something a little bit more like this.

  • In this case, we find that we have overestimated the screen

  • capabilities of the device.

  • These discovery posters don't afford enough space

  • for legible text.

  • If we designed this in 2D, we would

  • have never caught these issues.

  • Attempting to solve this, we experiment more

  • with positioning in zSpace.

  • Orienting the contents of the UI around a cylinder

  • help keep text legible, reduce distortion,

  • and add interest to the design.

  • While this wasn't enough to fix our text issues,

  • it's a great example of how a VR-first design process can

  • be a valuable asset.

  • So in our next iteration of volumetric layouting,

  • we increased legibility and decreased the size

  • of the UI significantly.

  • Large UIs in VR can feel uncomfortably claustrophobic.

  • And if a UI takes up too much of your field of view,

  • your eyes and head have to travel too much to see

  • the various components of it.

  • These are all issues that can only be caught

  • when seeing your UI in VR.

  • Volumetric layouting is a quick way of catching these.

  • And as we progress through our design process,

  • we begin adding in higher fidelity filler content.

  • Things look good to us at this point,

  • but we have questions that can only

  • be answered with user testing.

  • Meanwhile, our environment designer

  • begins his work in parallel while we do user studies.

  • Will users understand what the discovery windows are?

  • Will they understand what the app icons are?

  • Do they expect to be able to scroll either of these?

  • And if so, how do they think they

  • can scroll with the controller?

  • We do a user study to answer these questions.

  • The first round of research goes positively.

  • Users understand what discovery posters are

  • and what app icons are.

  • But there is a little bit of confusion about scrolling.

  • We've validated our layout.

  • And we've become more aware of the design challenges

  • that we have ahead of us.

  • Our environment designer then gives us a first draft

  • of the environment.

  • We incorporate this draft into our UI as quickly as possible.

  • This way we can be intentional when designing

  • our UI within the environment.

  • Our team feels comfortable moving forward.

  • Now that we know the dimensions that we'd

  • like for our discovery posters and icons,

  • we deep dive into them.

  • In parallel, we start engaging with 3D modeling.

  • Now that the basics are locked down,

  • we begin looking for moments of user delight.

  • One of these moments is the discovery posters.

  • What if these posters were less like posters

  • and more like Windows into different worlds?

  • It could be a magical way of discovering new VR content.

  • To dive into this area we branch it off

  • and we prototype it using what's called a stencil shader, which

  • is like a revealing mask in an omnidirectional stereo image.

  • An omnidirectional stereo image, or ODS for short,

  • is a stereo panorama that's mapped onto a sphere.

  • It is one of a few different ways

  • of representing a 360 degree three photo in VR.

  • Now it's very important to carry all of your design ideas

  • through to the prototyping stage for accurate validation.

  • When we prototyped this idea, we were underwhelmed.

  • The stereo was actually very hard to detect in the ODS

  • through the discovery window.

  • And worst of all, it used up a tremendous amount of memory.

  • Viewing the windows side by side also

  • gave the strange effect of three deep tunnels

  • into three different worlds.

  • And to add onto all of that, these images

  • are a significant investment for developers to create.

  • So we took another look at this idea.

  • This time designing with performance as a primary design

  • goal and adding in the additional requirement

  • of elegantly flattening the world within the window when

  • the window wasn't in use.

  • We then investigated ways of achieving this design

  • goal without an ODS.

  • We decided to prototype a system of layers of flat textures

  • that could easily be created by developers in Photoshop.

  • These layers were much more performant

  • than the huge ODS images we were using before.

  • And the depth effect could both be exaggerated and completely

  • flattened when not in use.

  • After we prototyped this idea we really liked it.

  • We improved the prototype by conservatively exaggerating

  • the parallax effect.

  • Parallax is one of the cues that the brain

  • uses to perceive depth.

  • The result is a truly magical experience to see in VR.

  • We found a great solution that people seem to love.

  • If we didn't consider prototyping a first class

  • tool in our toolkit, this feature

  • would have never been made a reality.

  • Along the way we've continued to make improvements

  • in our environment, transitions, interactivity, and 3D models.

  • At this point in the process, we begin

  • supporting the engineering team with assets

  • and working with them to find the minimum texture

  • sizes we can use while still retaining a good looking UI.

  • We begin engaging our motion designer,

  • as we start iterating on our animations.

  • Working collaboratively with the desire

  • to tie our UI to our environment,

  • we develop a wind metaphor for motion

  • that touches our UI environment and animation together

  • with a common theme.

  • By working in parallel, we're able to improve collaboration

  • across different skill categories.

  • And as we continue to polish, we progress through our UI,

  • doing deep dives in these various elements.

  • We push ourselves to utilize the benefits

  • of having a rich 3D UI and a rich 3D system

  • with lighting and materials.

  • This is especially apparent as we design the hover effect

  • for icons.

  • And as the motion design and interactivity come to life,

  • sound design begins in parallel.

  • And while we can't emphasize enough

  • how important sound design is for VR,

  • it began toward the end of our process

  • so that our sound designer could have accurate timings

  • for our animations.

  • To learn more about sound in VR, check out the talk on spatial

  • audio tomorrow at 9:00 AM.

  • And surely enough, we come toward our refined design.

  • This VR firs process enabled us to progress quickly.

  • The process was very collaborative

  • and used every single skill set that we mentioned earlier

  • along the way.

  • By making progress across multiple fronts per iteration,

  • we were able to march toward refinement

  • without getting stuck.

  • We understand our specific workflow won't

  • be applicable to all apps.

  • But we hope you find the process we've shared

  • serves as a powerful tool to design

  • in this new field of many unknowns.

  • I hope that the two processes that Rob and I shared

  • will be useful for your team.

  • But a more fundamental challenge still remains.

  • How do you build that team?

  • To talk more about that, I'd like to invite Anshuman

  • to the stage.

  • Anshuman.

  • ANSHUMAN KUMAR: Thank you, Michael.

  • [APPLAUSE]

  • You know, designing the Daydream Home experience with Michael

  • and several other really talented designers

  • was an intense collaborative effort.

  • And I'm really happy that we could share our design

  • process with you.

  • And you could see how different designers

  • came together and worked together

  • to create that experience.

  • Now as you start building your own VR experiences

  • from your rough ideas to finished products,

  • one thing you will need for sure is a strong design team.

  • My name is Anshuman Kumar, and I'm a design lead

  • on the Daydream team.

  • And I'm going to be talking about building VR design teams.

  • And for the designers in the audience

  • and those watching it online, if you

  • want to start designing for VR, towards the end of my session,

  • I'm going to be sharing some tips that

  • will help you get started.

  • So with that, let's get rolling.

  • Building a team is not very different from building

  • a product.

  • You have to start with a thoughtful intention.

  • What kind of team do I want?

  • What do I want my team to achieve?

  • And when it comes to building VR design teams,

  • we often struggle with these basic fundamental questions.

  • Partially, because a lot of us are new to VR.

  • But primarily because designing for VR

  • is significantly different from designing for other mediums.

  • Unlike web or mobile, where we used to spend a lot of time

  • designing flat UIs, for VR we have

  • to design a world with environments, lights,

  • and sound, shadows, and motion.

  • UI is just one a component of that world.

  • Designing this world requires new design skills,

  • different tools.

  • It needs more time.

  • And then we have to adapt our processes and workflows

  • as a technology rapidly evolves.

  • All the factors combined demand a VR design team

  • that's different and unique,

  • Well successful VR design teams have three unique attributes.

  • Number one, designers wear multiple hats.

  • No one in such teams is just an interaction designer or just

  • a 3D artist.

  • Instead you will find an interaction designer

  • who is also good at 3D, or a prototyper

  • but who has a keen eye for motion.

  • Personally as a designer, even though it

  • might sound intimidating, wearing multiple hats

  • is what makes designing for VR so much fun.

  • Then VR design teams a highly collaborative.

  • Every advancement in VR technology

  • is opening doors to endless possibilities

  • of new interactions and experiences.

  • And the only way to explore them at speed and scale

  • is to work together, by sharing and learning from each other.

  • And as Rob mentioned earlier, his team

  • explored new ideas every week by working together

  • in small teams, focusing on the problem,

  • and then sharing their learnings with the rest of the team

  • in their demo parties.

  • And finally, successful VR design teams,

  • even though they celebrate diversity amongst their team

  • members, they somehow don't let the roles

  • get in the way of getting things done.

  • It's very rare to hear that, I don't this.

  • This is someone else's job.

  • Designers are very willing to get out of their comfort zone

  • and take on new challenges.

  • But what are these skills that I'm talking about?

  • What kind of skills are actually needed in a VR design team?

  • A VR design team requires diverse skills.

  • And depending on the product that you are building,

  • these skills might change a little bit.

  • But typically a design team, which

  • is building VR interfaces, require these skills.

  • Now a word of caution, some of these skills

  • might look very familiar, but the applications

  • are quite different.

  • For example, while designing interactions,

  • one has to additionally consider spatial organization

  • and hierarchy and use game engines

  • to create volumetric layouts.

  • For visual design, the concepts of grid and typography

  • completely change as things are layered in different z-depths.

  • Now I do understand that, if you're

  • starting to build a new team, this

  • might seem like a lot of skills to find.

  • So in that case, I would suggest you to start

  • with at least two designers.

  • This will help them collaborate, bounce ideas off of each other,

  • providing each other feedback and solve problem faster

  • when one of them gets stuck.

  • Between these designers, you should have

  • at least these three skills.

  • If you recall the process diagram that Michael shared,

  • 3D design prototyping and interaction design

  • were the fundamental skills.

  • And frankly, you can't accomplish much

  • without these fundamental skills.

  • Other skills can be included at different phases of the project

  • as the need arises.

  • Now you might be wondering where are

  • these are designers who have multiple skills

  • and could juggle with different hats.

  • Well, they're around you.

  • There's a good chance that you might find a designer who's

  • already designing VR experiences and has these multiple skills.

  • If that happens, that's awesome.

  • But if it doesn't, then you have to branch out

  • and look our and scout other design industries.

  • We have noticed that designers building games

  • have great previous skills.

  • They also have the experience of finding creative solutions

  • to the strict performance requirements of VR.

  • VFX designers are awesome at making things feel larger

  • than life.

  • If they have experience with realtime graphics

  • and some exposure to VR, they can be

  • of great value for your team.

  • For designers from web and mobile,

  • designing information and creating

  • fine and meaningful interaction is their bread and butter.

  • If they additionally have 3D skills or VR prototyping

  • skills, they can be great assets for your team.

  • And don't forget, there are a lot

  • of students who are working on VR projects and design programs

  • across the world.

  • A thorough VR project done at school

  • can give a student enough domain experience

  • to start working on a real product.

  • So if you can guide them, they can be

  • a great addition to your team.

  • But these are all industries.

  • Where do you actually go to find these designers?

  • Well, I would say start with maker events like game jams

  • and VR jams.

  • There is nothing better than seeing the designers

  • in their element.

  • And if you get a chance to jam with them,

  • work with them on an idea.

  • You can think of it like speed dating in certain ways.

  • In this process, you will learn a lot more

  • about these designers than you will ever

  • learn through regular formal interviews.

  • There is also a good chance that you can find such talent

  • at conferences like this one and other tech events that

  • happen all around the globe.

  • The fact that you're here, all of you,

  • means that you share a common passion and common interest.

  • And who knows, someone sitting under this geodesic dome

  • could be a future colleague.

  • And lastly, social media can be surprisingly effective.

  • But you need to go beyond the obvious mediums.

  • Imagine watching someone on YouTube who is passionately

  • presenting their VR demos.

  • Or Twitch, a lot of designers have

  • started using Twitch to live broadcast

  • their creative process.

  • Watching a designer walk you through their process

  • of creating beautiful VR environments,

  • it will not only inform you about the subject,

  • but will also help you find a great designer for your team.

  • And of course, following people's work

  • and honest opinions on Reddit and Twitter

  • can definitely reveal a lot about their passion and domain

  • knowledge.

  • So for those of you who are building design teams,

  • here are some tips of finding promising candidates.

  • And those of you who are designers

  • who want to join this team, this is a good example

  • of what these design leaders would be looking for.

  • So as a design leader, you would come

  • across stunning portfolios, beautiful renderings,

  • and impressive language.

  • And all that is important.

  • But you will additionally need to look for a few other things.

  • One, has the person made anything in VR?

  • And I'm not talking about a major project or years

  • of industry experience.

  • I'm talking about are they tinkering in VR?

  • Are making fun little small demos in their free time

  • after their day job?

  • This is very important.

  • Because if the answer is no, then for a designer,

  • learning new tools and working with new technology

  • can be very stressful.

  • And even as the team leader, it will become difficult for you

  • to be helpful in transitioning this designer as a VR designer.

  • And then diverse skill sets, we have already

  • talked about the importance of having multiple design skills,

  • as a designer can wear multiple hats when the need arises.

  • And it requires true passion to continue

  • learning new things every day and taking initiatives

  • to explore new possibilities that are created.

  • Now, if you find a designer with these skills,

  • I'll say act fast and be flexible.

  • And in a few days from now, if you forget everything I said,

  • just remember these four things.

  • Build a culture where skills are valued more than roles.

  • Build a culture which encourages teams to share

  • and learn from each other.

  • Keep an open mind for fresh talent,

  • and you will be pleasantly surprised.

  • And cast a wide net so that you can get new talent

  • and build a more diverse team.

  • And then, for some reason, if you

  • don't want to build a full blown team,

  • then consider involving a design studio.

  • There are several design studios across the world who

  • are making great VR content.

  • And if you want to know more about this

  • you can find me after this talk.

  • And I really hope that this information helps

  • you answer the question that we started with, what kind of team

  • do I want to build?

  • I also hope that this information helps you

  • build that strong design team.

  • Now this brings me to the last part of my presentation

  • where I promise to share some advice for designers who are

  • interested in designing for VR.

  • So I have two tips and won advice.

  • Tip number one, learn from your own experiences.

  • If you are new to VR, get a cardboard,

  • throw your phone in, try out as many VR apps as you can.

  • Keep a journal of your observations.

  • Gradually you'll start developing an eye

  • for the nuances of VR.

  • You'll start identifying what works, what doesn't work.

  • And if you start feeling that urge to make things,

  • then follow the second tip, which is learn the tools.

  • As a VR designer you might need to learn these three

  • categories of tools.

  • And if you're a designer, you only already know one of these.

  • You need to focus on the remaining two.

  • I would recommend you to start with a gaming engine.

  • Both Unity and Unreal are free.

  • And they are tons of online material

  • that can help you get started.

  • You know, it's very important to get comfortable

  • with these tools, because this will

  • let you focus your mind space on what to create and not on

  • how to create.

  • And lastly I'll be honest.

  • You know the learning curve is steep.

  • You will need to be really passionate about VR are

  • and persistent to get over this learning. curve.

  • One thing that helps is being part of the VR community.

  • It can give you enough support and inspiration

  • to help you keep climbing up this learning curve.

  • And, hey, it might look like a tough climb.

  • But the rewards come very early and they are

  • very satisfying and fulfilling.

  • So don't give up.

  • With this, I'd like to conclude this session where we

  • talked about process and team.

  • And everyone, I feel, in this room

  • is going to be a pioneer in VR as we start working

  • and continue contributing to this domain.

  • And we are really glad that you have joined us on this journey.

  • Thank you so much.

  • [APPLAUSE]

  • [MUSIC PLAYING]

ROB JAGNOW: Good afternoon, Google I/O!

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VRのデザインプロセス - Google I/O 2016 (VR Design Process - Google I/O 2016)

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    ㄚ廖 に公開 2021 年 01 月 14 日
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