Abstract

The focus of Virtual Reality has gone from research to widespread adoption in entertainment and practical directions, like automotive design and architectural visualization. With that, we have to take into consideration the best way to give in-experience control to the user and the interaction within the interface.

Recent studies explore the ergonomic considerations and zones of content for VR interfaces. But Virtual Reality interaction design has a long way to go and nowadays is done mainly like a projection of 2D screens, with planar interfaces in the 3D space, almost ignoring the immersive potential of the Virtual Reality medium (Alger 2015; Google Developers 2017).

Designers that work with 3D objects might find it difficult to make design decisions and validate their concepts based on context and empathy. To help with this, they often prototype, which can take a great deal of time and effort. Virtual reality can be a tool that improves the process and gives the designer an unconstrained and flexible canvas.

By reimagining interactions for Virtual Reality, this thesis aims to create interface tools that help designers explore shape and manipulate their designs.

Library of Congress Subject Headings

Product design--Technological innovations; Virtual reality; User interfaces (Computer systems)

Publication Date

5-9-2019

Document Type

Thesis

Student Type

Graduate

Degree Name

Visual Communication Design (MFA)

Department, Program, or Center

School of Design (CAD)

Advisor

Adam Smith

Advisor/Committee Member

Tim Wood

Advisor/Committee Member

Shaun Foster

Campus

RIT – Main Campus

Plan Codes

VISCOM-MFA

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