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Prototyping XR in VR, Spatial apps need spatial tools

May 29

09:20 AM - 09:40 AM

Description

User flows for mixed reality are difficult to review effectively using traditional 2D tools like presentations and animated mockups. Instead of creating 2D storyboards, you can build prototypes straight in VR.
During the talk, we can review production workflows of companies like Walmart, Unity Technologies and Cartoon Network. Spatial apps need spatial tools. You get speed, effectiveness and feeling of the scale inside the VR. In XR there is a HUGE demand to quickly prototype ideas and have a very iterative process and an efficient workflow. We want to see more apps that feel like born in VR and not like a PC/web kind of app inside the VR, same true for AR with all limitations you have to count on usability, comfort of menu navigation and more.
Too much development is happening on guessing without a vivid immersive prototype, which can be approved by stakeholders, the cost of development, especially when it comes to XR, is very high. How can we easily and quickly create prototypes and see the whole simulation in a headset/in a device to decide whether to commit the budget and move forward? With VR prototyping and animation software tools like Tvori or Microsoft Marquette, you can quickly create 3D UI and with Tvori you can animate your users workflow. Within just hours and days instead of months, you get a full simulation of the experience, in a headset, before you actually start coding.
Think of a VR game development in Unity. It is extremely hard to get a feeling of scale if you are not prototyping inside VR. You will have to keep putting ON and OFF the headset and probably not getting the proper scale.
Spatial apps need spatial creation tools.

Speakers

CEO, Co-Founder , Tvori

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