This is one of the coolest UX projects I have ever been involved with.
VR is a fairly unexplored space, especially when it comes to user interaction. Oculus had a small problem. Users immersed in a virtual experience would often need to access their PC. This could be to check an email real quick, or just to skip a track on Spotify. This required them to remove their headsets and step back into reality. Oculus needed a way to give users access to their computers without leaving the current experience. The concept of “Dash” was born. This was a very unique and interesting problem to solve.
While I had input on VR prototypes and Unity mock ups throughout the project, my main contribution came early in the process. I was tasked with putting together an initial exploration study and kick off document. I researched several styles of UX delivery as well as basic ergonomics (something most UI doesn’t require but VR demands).
VR is a fascinating design space because it often blends elements of physical product design with completely new, unexplored UX paradigms.
This was a promo for a Valentines day sale. I sketched up a bunch of quick ideas and the store manager loved the concept of two controllers together. I also pitched having a bundle of titles that promoted two player game play.
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Over time, the League Of Legends items icons have all gotten overhauls and updates. Somewhere in that process the “Rod Of Ages” received a complete redesign and visual replacement.
I thought it would be a fun exercise to reimagine the old design in a the more modern and updated League art style.
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In the early days of the Oculus Rift, there was actually no way for users to request a refund for a game or experience purchase. I was tasked with defining the refund flow across all three platforms: the mobile app, the desktop app, and the VR store.
I introduced a “Purchase History” section to each platform and fleshed out the refund flow. Shown here are early mobile concepts with a few variants, along with some initial desktop designs.
While I’m happy with all three of these designs, I’m especially proud of the frame break on the first header. It was a clever way to work within the system’s standard rectangular constraint, using a white color break (matching the app background) to create the illusion of the graphic breaking out of its frame.
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These were a few pitches of treatments for the mobile version of the Oculus store for the Holidays. The cherry on top was changing the spinning loader to a snowflake.