LIST OF TOPICS
1 |
Identity in VR/AR: connecting to avatar, sense of self, group identity, communicating online vs real identity; |
2 |
Sense of place and presence in VR/AR |
3 |
Empathy in VR; evoking, managing, tracking results |
4 |
Ethics in VR/AR/MR, how design affects ethical behavior |
5 |
Physics in VR, consistency vs specialized |
6 |
Content strategy in VR/AR/MR |
7 |
Physicality in VR/AR – imitating physical activity; measuring physical impact on the body & mind |
8 |
Social VR – how can we learn from virtual worlds, social sciences, biology, architecture, etc |
9 |
User Journeys in VR/AR; more multi-modal, layered than for screens |
10 |
3D Personas for VR/AR |
11 |
Designing for education & training with VR/MR |
12 |
Stimulating innovation in VR/AR |
13 |
Managing cognitive loads in VR |
14 |
Uncanny valleys: how far is too far |
15 |
A survey of coding languages and design tools in VR/AR |
16 |
Subverting reality vs imitating reality |
17 |
Biophilia in VR; architecture, landscape, nature, effects on mental and physical health |
18 |
How different disciplines in VR/AR work together |
19 |
3D equivalents to paper prototyping |
20 |
Research on effectiveness of VR for education |
21 |
Examine literature on cognitive dissonance in VR |
22 |
Locomotion in VR/AR – mental models, practical concerns of motion-based, point & click, real-time, etc |
23 |
Review the works of Jason Lanier, etc other writers/scientists/etc |
24 |
Managing different layers of information in VR/AR |
25 |
UI options in various VR/AR platforms |
26 |
Different types of storytelling – narratives within VR |
27 |
Different types of storytelling in VR vs AR |
28 |
How will VR affect society; how will society inform VR |
29 |
Using sound for storytelling in VR/AR |
30 |
Lighting in VR, how realistic lighting can create immersion and sense of place |
31 |
Using the z-axis as an interaction space |
32 |
Working with Unity developers in VR/AR; how much code do designers need to know |
33 |
Eye tracking and visual stimuli; VR vs AR; safe for vision?; benefits for business |
34 |
Getting feedback from users in VR/AR |
35 |
Health & safety for children and vulnerable populations |
36 |
User research options in VR |
37 |
Using voice interfaces to conduct user research |
38 |
Tools for user research in VR, what’s available, what are the gaps |
39 |
Managing trauma in VR/AR – how to gauge user reactions |
40 |
Haptics in VR/AR |
41 |
Advertising – various interfaces, research on effectiveness in immersive environments |
42 |
AI – the intersection with immersive experiences |
43 |
Applying lean and agile ux to immersive tech workflows |
44 |
Design of scale in VR |
45 |
Design patterns in VR/AR |
46 |
Designing for Voice – Alexa/Siri/Cortana/etc vs VR/AR |
47 |
Designing for WebVR, WebAR platforms |
48 |
Gesture conventions, creating universal VR language |
49 |
Guidelines and best practices: consistent styles, ethics and space |
50 |
Heuristics – existing for XR, can we combine improve upon? |
51 |
How can designers and researchers use the lessons of science fiction to design for the future |
52 |
Persuasive technology techniques/dark patterns/etc |
53 |
Designing reticles, gaze & navigational aids, etc. |
54 |
Sustainability from VR/AR? |
55 |
Ubiquitious/pervasive/ambient technologies – how to apply |
56 |
Accessibility in VR/AR |
57 |
Language in VR/AR, designing for all audiences |
58 |
Creating design/accessibility/human standards in VR/AR |
59 |
Managing multiple dimensions and sensory input |
60 |
Working with clients/stakeholders and users to develop VR/AR products |
61 |
Object journeys in VR/AR – defining interaction with objects |
62 |
Designing non-playing characters in VR/AR; defining roles |
63 |
How to keep focus on user goals |
64 |
Physical interfaces – hand controllers, how the body adapts |
65 |
Color palettes — how to control emotions, moods, action, navigation with color |
66 |
Creating graphics and backgrounds for VR/AR |
67 |
Surfaces and textures in VR/AR, how does that impact performance, visual acuity |
68 |
Identity in VR/AR: connecting to avatar, sense of self, group identity, communicating online vs real identity; |
69 |
Sense of place and presence in VR/AR |
70 |
Empathy in VR; evoking, managing, tracking results |
71 |
Ethics in VR/AR/MR, how design affects ethical behavior |
72 |
Physics in VR, consistency vs specialized |
73 |
Content strategy in VR/AR/MR |
74 |
Physicality in VR/AR – imitating physical activity; measuring physical impact on the body & mind |
75 |
Social VR – how can we learn from virtual worlds, social sciences, biology, architecture, etc |
76 |
User Journeys in VR/AR; more multi-modal, layered than for screens |
77 |
3D Personas for VR/AR |
78 |
Designing for education & training with VR/MR |
79 |
Stimulating innovation in VR/AR |
80 |
Managing cognitive loads in VR |
81 |
Uncanny valleys: how far is too far |
82 |
A survey of coding languages and design tools in VR/AR |
83 |
Subverting reality vs imitating reality |
84 |
Biophilia in VR; architecture, landscape, nature, effects on mental and physical health |
85 |
How different disciplines in VR/AR work together |
86 |
3D equivalents to paper prototyping |
87 |
Research on effectiveness of VR for education |
88 |
Examine literature on cognitive dissonance in VR |
89 |
Locomotion in VR/AR – mental models, practical concerns of motion-based, point & click, real-time, etc |
90 |
Review the works of Jason Lanier, etc other writers/scientists/etc |
91 |
Managing different layers of information in VR/AR |
92 |
UI options in various VR/AR platforms |
93 |
Different types of storytelling – narratives within VR |
94 |
Different types of storytelling in VR vs AR |
95 |
How will VR affect society; how will society inform VR |
96 |
Using sound for storytelling in VR/AR |
97 |
Lighting in VR, how realistic lighting can create immersion and sense of place |
98 |
Using the z-axis as an interaction space |
99 |
Working with Unity developers in VR/AR; how much code do designers need to know |
100 |
Eye tracking and visual stimuli; VR vs AR; safe for vision?; benefits for business |
101 |
Getting feedback from users in VR/AR |
102 |
Health & safety for children and vulnerable populations |
103 |
User research options in VR |
104 |
Using voice interfaces to conduct user research |
105 |
Tools for user research in VR, what’s available, what are the gaps |
106 |
Managing trauma in VR/AR – how to gauge user reactions |
107 |
Haptics in VR/AR |
108 |
Advertising – various interfaces, research on effectiveness in immersive environments |
109 |
AI – the intersection with immersive experiences |
110 |
Applying lean and agile ux to immersive tech workflows |
111 |
Design of scale in VR |
112 |
Design patterns in VR/AR |
113 |
Designing for Voice – Alexa/Siri/Cortana/etc vs VR/AR |
114 |
Designing for WebVR, WebAR platforms |
115 |
Gesture conventions, creating universal VR language |
116 |
Guidelines and best practices: consistent styles, ethics and space |
117 |
Heuristics – existing for XR, can we combine improve upon? |
118 |
How can designers and researchers use the lessons of science fiction to design for the future |
119 |
Persuasive technology techniques/dark patterns/etc |
120 |
Designing reticles, gaze & navigational aids, etc. |
121 |
Sustainability from VR/AR? |
122 |
Ubiquitious/pervasive/ambient technologies – how to apply |
123 |
Accessibility in VR/AR |
124 |
Language in VR/AR, designing for all audiences |
125 |
Creating design/accessibility/human standards in VR/AR |
126 |
Managing multiple dimensions and sensory input |
127 |
Working with clients/stakeholders and users to develop VR/AR products |
128 |
Object journeys in VR/AR – defining interaction with objects |
129 |
Designing non-playing characters in VR/AR; defining roles |
130 |
How to keep focus on user goals |
131 |
Physical interfaces – hand controllers, how the body adapts |
132 |
Color palettes — how to control emotions, moods, action, navigation with color |
133 |
Creating graphics and backgrounds for VR/AR |
134 |
Surfaces and textures in VR/AR, how does that impact performance, visual acuity |