Chat allows users in a virtual reality (VR) homespace a quick, easy, and fun way to send voice messages, stickers, and even presents to other VR users.
Rather than copying traditional messaging interfaces into a VR homespace, I will explore and execute upon methods that have emphasis on light and natural forms of communication.
The following examples show mockups for a four different types of communication that could work in VR:
- Voice – Allows a user to capture a voice message and quickly send it to another user.
- Text – Allows a user to either choose from predefined responses or use voice-to-text.
- Emoji – Allows a user to select from pre-defined emojis or stickers in a quick way.
- Present – Allows a user to send a virtual gift to instantiate in the other user’s scene.
Mockup showing voice, including a microphone button that will allow them to record their voice.
Mockup showing text, including a predefined message.
Mockup showing emoji, allowing users to pick from a grid of reactions.
Mockup showing present, including a 3D model of a dog to be sent to another user’s space.
Talking Points
- Traditional 2D interactions versus rich 3D experiences
- Implement a system of basic chat and simple 2D games across players
- Explore different methodologies
- Scaling from 2 people in a chat to a whole group of people and what that entails
- How to share information and resources
- How can people collaborate differently in VR compared to in what we have today?
- Potentially measure the effectiveness of simple chat experiences vs. full 3D experiences
- Does a “2D” social experience feel natural in VR?
Existing VR social spaces: AltspaceVR, VRChat, Convrge, vTime, Oculus Social (Alpha)
Deliverable: A collaborative social application (in Unity) (“2D”) that can run with two or more players and a short study on how people respond to the application and what steps can be taken to improve the application.