Design patterns for Immersive Tech

Virtual Reality patterns

Teleport to specific location

User goals

Move to a higher elevation or over a longer distance, where standard teleport does not work well

Interaction

  1. User sees a location marker in the distance or on a higher platform (often a glowing orb or some other distinct large icon)
  2. User uses a ‘ray cast’ or other pointing interaction to aim at the location marker
  3. User presses the trigger button or other confirm button
  4. User appears at the new location
  5. In games firing a weapon such as a bow and arrow at the location marker can trigger the teleport

Good

  • Allows the user to move to locations of higher elevation where standard teleport would require a tricky interaction
  • Allows the user to travel further distances than standard teleport very quickly

Bad

  • The sudden appearance at the other location with no sensation of having travelled between the 2 points can be jarring and confusing
  • Can only travel to specific, predetermined locations this way

Design challenges

  • Ensuring the location markers are clearly visible and distinct, even at large distances.
  • Using 3 dimensional markers that have a significant height component as often just the top of the marker is visible from lower elevations
  • Introducing the sensation of actually moving between the locations. This could be done through tunnelling or peripheral movement cues

Linked to: Teleporting with ‘lock to target’ as both are essentially ways to teleport to a specific location

Examples

QuiVR: Teleporting to different elevations and large distances using location markers and bow and arrow interaction

Raw Data (HTC Vive): Using regular teleport to move to a higher elevation can be tricky

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