Seeing in 2020: The Different side of VR
Up until now, VR has been thought of as an entertainment tool, yet its core strength is the ability to transport users, suspending the in disbelief through a manipulation of all the senses. In this hands-on session, we will explore VR as a force for good in creating empathy for things that don’t usually impact us by offering alternative approaches to the design and usability testing process through VR perception alteration and deprivation techniques for able-bodied people.
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Additional Supporting Materials
- What social or usability issues can VR research techniques be applied to and how can an experience be designed these experiences or conditions?
- Statistically sound research is as important as qualitative insights. How can the VR research experience be quantified and measured?
- What are the key take-aways from the session? Learning VR’s limits for research methodology and design insights and how to work with them.
Jenessa Carder, Associate Communications Strategy Director, Isobar