Delighted today by the very thoughtful, intentional #friction, helpful object #scarcity & #skeuomorphic design choices in RAUM virtual reality collaboration platform. Sebastian said something key today: "FORCE the users to talk to each other." So a design pillar that seems to permeate their whole product is this idea of interaction being linked to artificially scarce objects. It's very nicely dialed-in sweetspot on the #UX spectrum between annoyingly-frictional<--->overwhelmingly-frictionless . A great example, and my favorite feature: The in-world camera object, which you need to be holding to take pics/selfies. The environment design features enough of these objects hung up on walls or sitting on surrfaces to be not totally out of reach, but also not just something that you can continuously pull up like magic. It's actually even a little lower tech than reality, where our phones are always a grasp away. On paper this might sound like it could get annoying, but it actually felt liberating: like I could focus a bit more on the specific collaboration task at hand, and not have this perpetual frictionless possibility of a feature (taking picture) kind of riding my back. And maybe even more importantly, and to Seb's point: it's often easier to just ask if you can use the camera someone else is holding, which creates an opportunity for human interaction, connection, collaboration, etc. Duplicate this across features & you can see how many more moments of interaction this can spawn across the user experience. I'm REALLY enjoying this moment in immersive UX design, where we have opportunities to say: maybe we DONT need everything constantly at our fingertips. Maybe slowing things down a bit is a GOOD thing. Maybe friction ISNT a bad word, as hypergrowth-focused tech product teams might be trying to train us to believe. It's on those terms that immersive platforms become something that is truly and undeniably NOT #slack , right? Like, they have overlapping but ultimately very different purposes. Licensing a product like this for your business DOESNT need to compete for P&L space with #microsoftteams. It's not like this is a brand new concept: The greatest games are all about intentional friction. Kirk Maddy & Jason just had a whole episode of #Tripleclick on this topic: https://lnkd.in/gHjND6J5 BUT it's extremely cool to see this kind of design thinking being represented in immersive spaces and platforms outside of games. thanks for the tour Sebastian & Michael, highlight of my day! See you In Koln :) #vr #spatialcomputing #spatialux #immersivecollaboration #futureofcollaboration #remotework #designsprints #virtualcollaboration #virtualoffice #usefulfriction #skeuomorphicdesign #uxfriction #ux #uxdesign #gamedesign #metaverse #virtualwrolds #surpriseanddelight #delightfuldesign
Collaborative VR Design Processes
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Summary
Collaborative VR design processes use virtual reality to allow teams to work together on design projects in shared digital spaces, combining real-time feedback and immersive interaction. This approach integrates visualization directly into the creative workflow, making it easier for people to communicate, review, and refine ideas together.
- Create human connections: Intentionally design VR environments with objects or features that require users to interact and collaborate, encouraging more meaningful conversations and teamwork.
- Utilize real-time feedback: Use tools like virtual sketching and shared models to quickly swap ideas, review changes, and adjust designs during collaborative sessions.
- Coordinate across platforms: Take advantage of VR and desktop integration by following collaborators’ views and actions, so everyone stays aligned during remote design reviews.
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Visualization has shifted from being strictly a means of communicating design to an integral part of the design process. In many cases, design preceded visualization. Today, the design process is a continuous feedback loop where design is informing visualization, and the visualizations provide immediate and vital feedback to our design. Input is nearly immediately assimilated into the output, and vise versa. Virtual sketching, real-time rendering, shared documents, virtual meetings, etc. have all contributed to our ability to test and retest in a hyper-collaborative environment. This loop informs our internal design team, and also communicates with the external audiences we are presenting to. Three mainstays in my virtual collaborations are Zoom (or any other screen sharing app), Sketchup, and Procreate/Photoshop for live sketching. During a zoom call, we will fly around our model, choose a view, and live sketch to establish the direction. The 3d model is effective in assessing spatial relationships and scale, while the live sketch helps establish composition, character, and narrative. This collaboration makes for a more effective final product while augmenting the design process.
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A question that comes up a lot when we're onboarding new Resolve customers is how to smoothly collaborate across VR and desktop during realtime #BIM review sessions. How do you make sure everyone on the same page? Our follow functionality is a supercharged version of the Quest's cast functionality. Simply by opening your model in Resolve web viewer you can: - Follow any other collaborators view, whether they're in VR or not - See what they are interacting with on their menu so you're not trying to guess what they clicked on - Gather the group to specific parts of the model to do a guided review - Explore the model on your own - Invite another collaborator to join the session remotely - Instantly teleport to existing issues