The Vortex

List of Topics

1Identity in VR/AR: connecting to avatar, sense of self, group identity, communicating online vs real identity;
2Sense of place and presence in VR/AR
3Empathy in VR; evoking, managing, tracking results
4Ethics in VR/AR/MR, how design affects ethical behavior
5Physics in VR, consistency vs specialized
6Content strategy in VR/AR/MR
7Physicality in VR/AR – imitating physical activity; measuring physical impact on the body & mind
8Social VR – how can we learn from virtual worlds, social sciences, biology, architecture, etc
9User Journeys in VR/AR; more multi-modal, layered than for screens
103D Personas for VR/AR
11Designing for education & training with VR/MR
12Stimulating innovation in VR/AR
13Managing cognitive loads in VR
14Uncanny valleys: how far is too far
15A survey of coding languages and design tools in VR/AR
16Subverting reality vs imitating reality
17Biophilia in VR; architecture, landscape, nature, effects on mental and physical health
18How different disciplines in VR/AR work together
193D equivalents to paper prototyping
20Research on effectiveness of VR for education
21Examine literature on cognitive dissonance in VR
22Locomotion in VR/AR – mental models, practical concerns of motion-based, point & click, real-time, etc
23Review the works of Jason Lanier, etc other writers/scientists/etc
24Managing different layers of information in VR/AR
25UI options in various VR/AR platforms
26Different types of storytelling – narratives within VR
27Different types of storytelling in VR vs AR
28How will VR affect society; how will society inform VR
29Using sound for storytelling in VR/AR
30Lighting in VR, how realistic lighting can create immersion and sense of place
31Using the z-axis as an interaction space
32Working with Unity developers in VR/AR; how much code do designers need to know
33Eye tracking and visual stimuli; VR vs AR; safe for vision?; benefits for business
34Getting feedback from users in VR/AR
35Health & safety for children and vulnerable populations
36User research options in VR
37Using voice interfaces to conduct user research
38Tools for user research in VR, what’s available, what are the gaps
39Managing trauma in VR/AR – how to gauge user reactions
40Haptics in VR/AR
41Advertising – various interfaces, research on effectiveness in immersive environments
42AI – the intersection with immersive experiences
43Applying lean and agile ux to immersive tech workflows
44Design of scale in VR
45Design patterns in VR/AR
46Designing for Voice – Alexa/Siri/Cortana/etc vs VR/AR
47Designing for WebVR, WebAR platforms
48Gesture conventions, creating universal VR language
49Guidelines and best practices: consistent styles, ethics and space
50Heuristics – existing for XR, can we combine improve upon?
51How can designers and researchers use the lessons of science fiction to design for the future
52Persuasive technology techniques/dark patterns/etc
53Designing reticles, gaze & navigational aids, etc.
54Sustainability from VR/AR?
55Ubiquitious/pervasive/ambient technologies – how to apply
56Accessiblity in VR/AR
57Language in VR/AR, designing for all audiences
58Creating design/accessibility/human standards in VR/AR
59Managing multiple dimensions and sensory input
60Working with clients/stakeholders and users to develop VR/AR products
61Object journeys in VR/AR – defining interaction with objects
62Designing non-playing characters in VR/AR; defining roles
63How to keep focus on user goals
64Physical interfaces – hand controllers, how the body adapts
65Color palettes — how to control emotions, moods, action, navigation with color
66Creating graphics and backgrounds for VR/AR
67Surfaces and textures in VR/AR, how does that impact performance, visual acuity
68Identity in VR/AR: connecting to avatar, sense of self, group identity, communicating online vs real identity;
69Sense of place and presence in VR/AR
70Empathy in VR; evoking, managing, tracking results
71Ethics in VR/AR/MR, how design affects ethical behavior
72Physics in VR, consistency vs specialized
73Content strategy in VR/AR/MR
74Physicality in VR/AR – imitating physical activity; measuring physical impact on the body & mind
75Social VR – how can we learn from virtual worlds, social sciences, biology, architecture, etc
76User Journeys in VR/AR; more multi-modal, layered than for screens
773D Personas for VR/AR
78Designing for education & training with VR/MR
79Stimulating innovation in VR/AR
80Managing cognitive loads in VR
81Uncanny valleys: how far is too far
82A survey of coding languages and design tools in VR/AR
83Subverting reality vs imitating reality
84Biophilia in VR; architecture, landscape, nature, effects on mental and physical health
85How different disciplines in VR/AR work together
863D equivalents to paper prototyping
87Research on effectiveness of VR for education
88Examine literature on cognitive dissonance in VR
89Locomotion in VR/AR – mental models, practical concerns of motion-based, point & click, real-time, etc
90Review the works of Jason Lanier, etc other writers/scientists/etc
91Managing different layers of information in VR/AR
92UI options in various VR/AR platforms
93Different types of storytelling – narratives within VR
94Different types of storytelling in VR vs AR
95How will VR affect society; how will society inform VR
96Using sound for storytelling in VR/AR
97Lighting in VR, how realistic lighting can create immersion and sense of place
98Using the z-axis as an interaction space
99Working with Unity developers in VR/AR; how much code do designers need to know
100Eye tracking and visual stimuli; VR vs AR; safe for vision?; benefits for business
101Getting feedback from users in VR/AR
102Health & safety for children and vulnerable populations
103User research options in VR
104Using voice interfaces to conduct user research
105Tools for user research in VR, what’s available, what are the gaps
106Managing trauma in VR/AR – how to gauge user reactions
107Haptics in VR/AR
108Advertising – various interfaces, research on effectiveness in immersive environments
109AI – the intersection with immersive experiences
110Applying lean and agile ux to immersive tech workflows
111Design of scale in VR
112Design patterns in VR/AR
113Designing for Voice – Alexa/Siri/Cortana/etc vs VR/AR
114Designing for WebVR, WebAR platforms
115Gesture conventions, creating universal VR language
116Guidelines and best practices: consistent styles, ethics and space
117Heuristics – existing for XR, can we combine improve upon?
118How can designers and researchers use the lessons of science fiction to design for the future
119Persuasive technology techniques/dark patterns/etc
120Designing reticles, gaze & navigational aids, etc.
121Sustainability from VR/AR?
122Ubiquitious/pervasive/ambient technologies – how to apply
123Accessiblity in VR/AR
124Language in VR/AR, designing for all audiences
125Creating design/accessibility/human standards in VR/AR
126Managing multiple dimensions and sensory input
127Working with clients/stakeholders and users to develop VR/AR products
128Object journeys in VR/AR – defining interaction with objects
129Designing non-playing characters in VR/AR; defining roles
130How to keep focus on user goals
131Physical interfaces – hand controllers, how the body adapts
132Color palettes — how to control emotions, moods, action, navigation with color
133Creating graphics and backgrounds for VR/AR
134Surfaces and textures in VR/AR, how does that impact performance, visual acuity