[d] VR Launcher
The series of VR launcher design investigated the linear potential of the VR interface by using linear graphic components to reinforce the horizontal linearity of the view.
Internship Work for Xiaomi.Inc
Sketch, Principle, Illustrator, Photoshop
design, uiux, VR, experience design, interactive
By conducting research on Daydream, Oculus, and several VR platform providers, I found the interface design is still confined in the conventional understanding that have been commonly applied to tablet or mobile interface design. The three dimensionality of the VR space hasn’t generated much impact on how the user interact with the change of spatial dimension. In order to shift the user behavior to better adjusted to the 3D space, I have proposed a new VR interface for Xiaomi’s VR platform.
In the first iteration, linear graphic elements were applied as UI components. The center remains to be the major content display area. To encourage users’ sense of spatiality, two more panels were added to the two sides, which provides additional informations. In the example below, the center panel displays the gaming title, rating, file size, requirement, and price, while the left panel shows user review, and the right panel shows the detail of the game.
Similarly, the image below are the main interface and the category landing page. Linear graphic elements such as lines were used on two ends, creating a visual cue that the user shall explore the interface horizontally.
In the second iteration, the layout organization has been adjusted to be more linear: instead of having panels, all the contents are displayed at once and the user could view everything with a slight rotation of head. The following images are the designs for the main page, where shows the recommended information/content and viewing history.
The following three images are the designs for the category landing page. The type of app categories are displayed on the top with a larger font. Recommended content is either at the left or the center.