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What are your ideas for problems worth solving? #12
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My favorite idea to start comes from one of Shadows questions: "do portals work yet, and can I have a real metaverse field trip with my friends?" I think we could explore various ways this could work and probably get some platforms involved too :) I also created an interim Milestone for this concept. If we want to explore this, we should try creating a milestone around it instead of just filling a backlog. |
Cross-generational use case around all ages attempting to attend events together across devices (PC, VR, Mobile) -- how can this be as easy as possible for a wide range of people to participate in shared events in virtual spaces? We have tested this in HUBS for weddings and funerals especially where the participants are all ages and not native to the web generally and found that many were unable to sort out 3D engagement and preferred watching on a 2D device or flat screen if possible. Is there a challenge to overcome for multigenerational events around ease of use across a wider range of devices? What are the best practices for designing public experiences for all ages and backgrounds? |
UX research around WebXR media channels = how do people want to find, browse, discover and move to various content experiences made across the open metaverse? |
UX of Portals -- my partner said he sees 3 specific types of portals across game/experience worlds:
Other trends we've noticed: they're often blue like links with some sort of glow to indicate an interaction or labeled so there's an easy way to designate that a portal is a multidimensional link. What are the best portal examples out there and what makes the portal experience easiest for users of all ages to engage together? Altspace and a few other tools allow for group portals/teleportation: is this a growing interest/opportunity? |
I have quite a few use cases that I think would be very beneficial to consider. Note that I am not limiting this to merely UI patterns, but real-world problems that I think the very act of attempting to solve will uncover UX principles and tools that will be far more inclusive and powerful. Please consider the following more as areas to research, rather than for problems to immediately build products around: Belonging - How can people create their own virtual worlds that allow them to feel like they 'own' something real on the internet, rather than merely renting from big companies serving as virtual landlords? Traversal - How do people find, discover, and move between virtual worlds? How can we build a mapping/navigation tool that is more accessible than Google, not completely based on algorithmic recommendation engines, and allows people to discover things that are fulfilling, rather than tied to some profit motive? Interoperability - How do people move 'data' like their friends list, items, avatars and creations between virtual worlds? What if they want to showcase these items in the physical world (via a display, 3D printed, etc)? Skills training - How do we make it easy for people to build, find, and/or use training simulations that give them real-world skills? Advanced community building - How can we bring together various technologies to empower people to solve their own hard problems? This may mean combining XR with things like IoT and blockchain, while also making it super accessible and easy to use. Health - How can we make it easy for people to understand what impacts their health? Visualizing everything from genetics, to immune system, to diet and exercise, to environmental impacts, and so on. Once again, for all of these use cases, we wouldn't necessarily be building the exact tools ourselves (at least not yet), but instead doing research into the problem space to really understand the issues and see how (or if) XR can help solve those problems. Then sharing our learnings for others (which may include our own working groups) to use those learnings to solve those problems. Part of this will likely lead to talking to people in these areas, sharing their insights and issues, prototyping possible solutions, and creating some kind of easily viewable/editable living standards wiki for all of our research. |
Here's what I am most interested in. First and foremost, it's important to remember that the users of our systems are humans. Users are people, just like us, and they are all unique, with different wants and needs. As a philosophy, I like to consider that the needs of the people who use a system, outweigh all else in terms of the design and architecture. ( For an example of this philosophy, take an example of a pretty UI with green background. Imagine there is a user who finds that UI ugly or the green makes it difficult to read, I would prefer that the UI be changed to black on white and default fonts rather than have that user be unhappy to use the system. But this doesn't have to be black-and-white: there are other ways to handle this, such as allowing style overrides, permit modding, or provide settings. These approaches allow keeping the default as originally designed, while also allowing users who do not like it to make it meet their needs. ) Accessibility - a wide range of devices may be used to access these XR experiences, with a wide range of personal needs. -- In terms of devices, it could be anything from a conventional 2D user interface (a window or a web browser), to a 3DOF headset with no controller, to a 6DOF VR headset with two controllers, or a 6DOF AR headset with only hand tracking, and more. User interface elements - While I see OMI as helping bring worlds together by defining means for exposing resource locators (some sort of URL) between metaverse implementations, I do not know if OMI can or should define the standard portal appearance. I would expect different platforms to experiment with different metaphors of portals. I have nothing wrong with coming up with references for how portals could look. And having a reference for user interface elements that meets all the accessibility requirements would be good. As an example of an UI concept which could see convergence, multiple researchers have brought up the concept of an "oriel" in XR applications, which is sort of an analogy of a 3D window. Dofdev describes the concept here: https://dofdev.org/dofs/oriel/ and https://twitter.com/opendegree/status/1535387864908943361 I could also see future work on intents (sort or URLs with bundled information which can be handled by various metaverse platforms, see android), ways to drag-and-drop data between metaverse applications... (eventually, having multiple metaverse applications open at the same time may be important to building the open metaverse). Also imagine some sort of drag-and-drop interactions between metaverse platforms. For example, to take a piece of content from one into the other, perhaps through an oriel. While such a vision is a long way off, we may have instances of people wanting to drag content from their computer into their metaverse application. See StardustXR for examples of a XR-native display server which may have these sorts of interaction mechanics. Finally, @Elirudite raises some interesting questions in the Belonging and Interoperability sections. To me, one of the more interesting parts of this problem is how to explain to people where their data is. |
I'll leave a comment with what sindhu wrote in discord, so it is accessible to people not on discord.
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We organized these use cases into shared themes (and further discussed each use case) in today's meeting here https://www.figma.com/file/L36As6RxgQ0VxfdOuLprgC/OMI-UXResearch_November112022?node-id=0%3A1 |
Please vote on your ideal use case in Figma here: https://www.figma.com/file/L36As6RxgQ0VxfdOuLprgC/OMI-UXResearch_November112022?node-id=0%3A1 |
Originally posted by @mrmetaverse in #11 (reply in thread)
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