IEEE CoG 2019 - Industry Day - Theresa Duringer (Temple Gate Games)
summary
Argues VR is in a Geocities moment with lots of gimmicky UI experiments and no standards; claims about 80% urchins (first‑time VR users) drive heavy tutorial needs. Describes building Bazaar, a flying carpet game that tests attention guidance (shooting‑star, aurora, blinking dots), a flying genie NPC, accelerometer nod/shake input and a dendritic sky HUD with constellation inventory — playtests show nodding and sky UI fail, while menu/button and box/map inventory work. Recommends splitting effort 50/25/25 rule (mechanics/comfort/performance).
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chapters (11)
- 0:00Introduction to VR design
- 1:08VR’s Geocities moment
- 3:17Gaming industry driving UI innovation
- 6:56Challenges in VR tutorialization
- 10:10Avoiding the blink tag trap
- 13:22UI placement and player comfort
- 16:30When to abandon a feature
- 18:38Playtesting in VR’s opaque world
- 20:44Keep VR designs simple
- 23:09VR’s lack of abstraction
- 25:14Constraints for comfort and performance
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