08-06-2018 12:18 PM
Last week, I attended one of Niko’s adaptive music sessions and it got me thinking about how music will be applied in my VR app. I began to make a list of sounds I needed for each of the interactions and background music and searched online for some sounds. I found some that fit into what I’m looking for and I tried to make sure that the sounds flowed with one another. They include:
App launch
Menu background music
Hover (https://freesound.org/people/deadsillyrabbit/sounds/251390/)
Select (https://freesound.org/people/TiesWijnen/sounds/413310/ )
Practice mode background
Awareness challenge background
Voice challenge background
Physical challenge background
Challenge results (https://freesound.org/people/GabrielAraujo/sounds/242501/ )
I’m still looking for a few more to add and will continue the search.
Another activity I did was a brainstorm locomotion interactions with fellow UX designers who are also in the VR space. At XR Studio, we all took a pile of index cards and wrote down our different ideas how a locomotion system for walking a dog would look like. After our individual brainstorm, we taped the ideas onto the wall/pillar and grouped them based on themes and similar ideas and shared why and how it would work. The objective -- what is the best locomotion of walking a dog in VR that causes the least amount of motion sickness? Some interaction that stood out were tilting and rotating the controller to adjust speed and direction and using the toggle.